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TOPIC: Amorgen's Character Designer (Excel Spreadsheet)

Amorgen's Character Designer (Excel Spreadsheet) 6 years 8 months ago #925

Lots of fixes. Thanks to all that provided them.

Version 2018.04 Notes
  • Fixed the slot of the Raider's Cloak and Raider's Belt (which were erroneously showing as head slot items)
  • Updated Charm of the Conductor to Charm of the Sage
  • Fixed issue where mainhand or offhand bonuses to attributes or saving throws would stack. The better of the two bonuses are now what apply.
  • Updated Ring of Bliss Touch to Ring of Blisstouch
  • Added offhand equipping of the +1 Bliss Hammer for the Ranger
  • Added offhand for the Bracer of the Quivering Palm (Monk only)
  • Fixed calculation of party bonuses so that a max of 10 can apply (even if all 12 class sheets are in play).
  • Updated Divine Tempest Gloves to Blessed Tempest Gloves and added the Spell Damage bonus of +3.
  • Fixed name of Ioun Stone Fluorite Cube
  • Fixed the Spiked Buckler which became no longer available in the drop down due to changes made for the Tankard of Health
  • Added Ranged modifiers to the Faebane gear so the Iron bonuses apply appropriately
  • Synchronized the effect tags EnvironmentImmunity and Slip / Fall which had not been entered consistently. No impact to calculations on character tabs or the party card as neither currently are presented.

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Amorgen's Character Designer (Excel Spreadsheet) 6 years 8 months ago #926

Hey Amorgen, I think Bracers of Guided Strike are listed as Gloves in the Hand slot, instead of in the Wrist slot.

Also, I don't think the 4th Tooth is listed?
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Amorgen's Character Designer (Excel Spreadsheet) 6 years 6 months ago #927

Matthew Hayward wrote:

Cranston wrote:

Amorgen Burke wrote: I am in total agreement with you. Seems similar to the Orb of Might issue a few years back.


What do you mean? The Orb of Might issue was people equipping a melee offhand item in their ranged offhand.

This is about people equipping melee weapons in their melee hands, and other items when using magic. Jeff via Druegar have made it abundantly clear that:

1. Ones hands must either be empty or contain items compatible with magic use (presently only "of focus" weapons, +2 Staff of Power, shields, Bard instruments, and wands).

2. What goes in ones hands when using magic has absolutely no bearing, interaction, or effect with what goes in ones hands while engaging in melee or ranged, or what set bonuses are in play in any way.


Except the rules state that any slot used to gain a set bonus cannot have any other item equipped in it ever so this would be patently false.
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Amorgen's Character Designer (Excel Spreadsheet) 6 years 6 months ago #928

archmage78 wrote: the rules state that any slot used to gain a set bonus cannot have any other item equipped in it ever

That's not quite accurate.This is what the rules in both the QTR and DMG state (emphasis added):
When a set bonus is achieved by equipping a weapon, shield, orb, or anything held in (not worn on) the hand, the hand-held item is "locked in" for that mode of combat. Therefore:
  • If you equip a hand-held item in a melee slot to fulfill a set bonus, you must keep that specific hand-held item equipped when engaging in melee combat.
  • If you equip a hand-held item in a ranged slot to fulfill a set bonus, you must keep that specific hand-held item equipped when engaging in physical ranged combat.
You may temporarily swap one or both hand-held set-piece items (either melee for ranged or ranged for melee) and maintain the set's bonus. However, the bonuses granted by the individual "lost" item(s) won't apply. E.g., a ranger using Scepter, Orb, and Boots of Might to gain a level may swap out the scepter and orb to use a ranged weapon, but may not use any other melee weapons. During the swap-out, the ranger loses the +2 Strength bonus granted by the Orb of Might, but maintains the +1 level granted by the Might set.
In other words, if you're enjoying a set bonus with a melee weapon, you're not screwed if you're fighting a ranged-only monster or vice versa.

Therefore yes, you can swap out a hand-held item that's part of a set bonus, but only in very specific circumstances.
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
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Amorgen's Character Designer (Excel Spreadsheet) 6 years 5 months ago #929

Looks like the import tool is missing the bead. I do see you added the shins at some point.
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Last edit: by jedibcg.

Amorgen's Character Designer (Excel Spreadsheet) 6 years 5 months ago #930

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Missing the 4th Tooth
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Amorgen's Character Designer (Excel Spreadsheet) 6 years 5 months ago #931

jedibcg wrote: Looks like the import tool is missing the bead. I do see you added the shins at some point.


I don't have to manually add new slots to the import tool. It's designed to take what exists in the first file as a model for the data source and then what exists in the destination file source (the new generator) and matches up the data. If there is a new slot (such as bead), it will be left blank in the new file since it didn't exist in the file being imported.

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Amorgen's Character Designer (Excel Spreadsheet) 6 years 5 months ago #932

Ramsildor wrote: Missing the 4th Tooth


I'll add the next time we have an update.

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Amorgen's Character Designer (Excel Spreadsheet) 6 years 5 months ago #933

Amorgen Burke wrote:

jedibcg wrote: Looks like the import tool is missing the bead. I do see you added the shins at some point.


I don't have to manually add new slots to the import tool. It's designed to take what exists in the first file as a model for the data source and then what exists in the destination file source (the new generator) and matches up the data. If there is a new slot (such as bead), it will be left blank in the new file since it didn't exist in the file being imported.


If it does exist in the original though it will move it?
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Amorgen's Character Designer (Excel Spreadsheet) 6 years 5 months ago #934

jedibcg wrote:

Amorgen Burke wrote:

jedibcg wrote: Looks like the import tool is missing the bead. I do see you added the shins at some point.


I don't have to manually add new slots to the import tool. It's designed to take what exists in the first file as a model for the data source and then what exists in the destination file source (the new generator) and matches up the data. If there is a new slot (such as bead), it will be left blank in the new file since it didn't exist in the file being imported.


If it does exist in the original though it will move it?


Yes. It will move anything that exists from the source to the destination.

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Amorgen's Character Designer (Excel Spreadsheet) 6 years 5 months ago #935

Amorgen Burke wrote:

jedibcg wrote:

Amorgen Burke wrote:

jedibcg wrote: Looks like the import tool is missing the bead. I do see you added the shins at some point.


I don't have to manually add new slots to the import tool. It's designed to take what exists in the first file as a model for the data source and then what exists in the destination file source (the new generator) and matches up the data. If there is a new slot (such as bead), it will be left blank in the new file since it didn't exist in the file being imported.


If it does exist in the original though it will move it?


Yes. It will move anything that exists from the source to the destination.

Ok I must have done something wrong. Thank you.
You either discover a star or you don't. You arrogant punk.

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Amorgen's Character Designer (Excel Spreadsheet) 6 years 5 months ago #936

I think the Mirrored Archer's Buckler is not included yet.

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