Developing Player Character Sheets for ACK

Hello,

I have looked at all of the avalible character sheets that are here on the Autarach website and they really well done. 

However as nice as they are, they were created before the Companion book came out (no field to denote template), they are pretty ink intenstive (a couple of those are real ink hogs) and none of them are fillable or editable. Unless someone scans their character sheet, there is no easy way to share PC sheet electonically.

So I am working on a ink friendly pdf character sheet that I am making 3 versions.of.

  • The first version is just a 2 Page Standard PDF Character Sheet
  • The second version is a 2 Page Form-Fillable PDF Character Sheet
  • The third version is a 2 Page Interactive Form-Fillable PDF Character SHeet

I have already created the first two and currently making minor corrections to them.

The third one is a touch tricker, I am wanting to build data tables into so I can have drop-down menus, macros and auto-populating fields. That way instead of having to type in everything, they can click the drop down and just select what the need. The ENC columan would autosum all weight enteries. Movement rates would be autocalculated on base movement, Abilites would auto popualte Modifiers, etc

I would like to eventually create a similar sheets for all of the Autarch Worksheets.

I would like to share them but I am not certain how one goes about requesting or submitting stuff to Autarch for approval or permission.

Best Regards

 

You can private message Alex on these forums, email him, or just wait, since he generally reads everything on the forums and will appear sooner or later.

I have completed V1 and V2.

I am looking for feedback on improvements or errors

Version 1 - Plain PDF

https://drive.google.com/file/d/0BxRPRmMsUmAqa2pGd2t4dklYUnc/view?usp=sharing

Version 2 - Fillable PDF

https://drive.google.com/file/d/0BxRPRmMsUmAqSkhqb1B3MmlJcTQ/view?usp=sharing

 

I like it.  Clean design. Thanks!

Anyone seen any bugs with the fillable form version yet?

WAIT! Korean Kodiak is Evil Eli? WHATS UP WITH THE MULTIPLE ALLITERATIVE CODE NAMES

Autarch Archon

ps Nice character sheets, do you want us to put them in the Files section?

What should worry you more is he's gone from E,E to K,K - where is F,F, G,G, H,H, and I,I? Hmm?

 

Conspiracy.

Tab-to-next field jumps around a bit - especially in the Abilities sections and the Proficiencies sections.

It might be more natural to tab over to the modifier (or throw, or damage) - completing an entire row before jumping to the next - most of the sections in here are doing it per-column.

[quote="Alex"]

WAIT! Korean Kodiak is Evil Eli? WHATS UP WITH THE MULTIPLE ALLITERATIVE CODE NAMES

Autarch Archon

ps Nice character sheets, do you want us to put them in the Files section?

[/quote]

I have aquired a couple of handles over the years on different gaming forums. I am better known as Evil Eli from the Dragonsfoot Forums and I am listed as Evil Eli the Vile on the Sinister Stone Kickstarter and the Lairs Kickstarter.

I use Korean Kodiak on my Blog and Google+.

I want to make some final adjustments to the sheets before I OK them for uploading.

I am also almost done working on a Random Henchman Generator that will generate 7 Henchmen from levels 1 to 3 complete with gear. I based a lot of the data tables on information in the Companions Book and Preview of the Auran Primer.

I am big fan of the Meat Sheilds Generator, but I thought ACK needed something just of rhenchmen. It would also be great for creating low-level NPC parties.

Unfortunately it is in a Excel Spreadsheet and I do not have the skills to transform it into a generator like you have for Treasue Generation.

 

 

[quote="koewn"]

Tab-to-next field jumps around a bit - especially in the Abilities sections and the Proficiencies sections.

It might be more natural to tab over to the modifier (or throw, or damage) - completing an entire row before jumping to the next - most of the sections in here are doing it per-column.

[/quote]

Crap, I know why it is doing that. It is how Adobe Form Maker creates teh field, every time you tab it takes you to the next field that was created. In order to make some many fields I used a create mutliple field function, this created entire columns of fields not rows, that is why it jumos around so much.

 

Love the look of this, any update on the interactive one?

[quote="Korean Kodiak"]

I am also almost done working on a Random Henchman Generator that will generate 7 Henchmen from levels 1 to 3 complete with gear. I based a lot of the data tables on information in the Companions Book and Preview of the Auran Primer.

[/quote]

This is very interesting to me. Where do you intend to post this once it's complete? I am just starting out GMing ACKS, and making henchmen is probably the one thing I'm dreading most because it's looks like all the work of making dozens of PCs who may or may not ultimately join the party, in addition to sussing out what proportion of them should be of a given class. I'd really love the ability to generate unique henchman stats at will. 

Also, I wonder: Will it generate 0th level henches too? That is the most numerous henchmen level, and are the only ones a level 1 PC can recruit. They're basically fighters with slightly worse HD (1d4, or 1d8-1 if they had military training), worse attack throws, and no damage bonus or strength requirement. I imagine that producing a 0th level fighter instead of a 1st level one shouldn't take that much modification.

[quote="SlipperiestChicken"]

This is very interesting to me. Where do you intend to post this once it's complete? I am just starting out GMing ACKS, and making henchmen is probably the one thing I'm dreading most because it's looks like all the work of making dozens of PCs who may or may not ultimately join the party, in addition to sussing out what proportion of them should be of a given class. I'd really love the ability to generate unique henchman stats at will. 

Also, I wonder: Will it generate 0th level henches too? That is the most numerous henchmen level, and are the only ones a level 1 PC can recruit. They're basically fighters with slightly worse HD (1d4, or 1d8-1 if they had military training), worse attack throws, and no damage bonus or strength requirement. I imagine that producing a 0th level fighter instead of a 1st level one shouldn't take that much modification.

[/quote]

 

I don't have access to it right this second, but I can tell you roughly how I did henchman.

First, I assumed that the table for class when randomly determining the contents of NPC parties in ACKs core was also what people could expect to find in a city.  This means figters are the most common, followed by thieves and clerics, etc. all the way down to elven spellswords at the very end of 3d6.

Next, I made a spreadsheet that randomly rolled stats and had a semi weighted formula for figuring out what it could be.  My logic was that each point in a prime requisite would increasingly raise the chance to be that particular class, but it was still partly random.  I forget the exact formula, but the idea was that 18 str was very likely to produce fighters, but it wasn't out of the realm of possibility that they could end up a mage if they also qualified.

So when players found, say, a level 1 henchman, I would roll the class, and then dig through my spreadsheet until i found a stat block that had been randomly assigned the class I rolled.

Finally, I would roll 3d6 to determine the template, and that would be their gear.

Granted, I only did this for level 1 and up.  Level 0 henchman were just a statblock, no gear.

[quote="Jard"]

Granted, I only did this for level 1 and up.  Level 0 henchman were just a statblock, no gear.

[/quote]

I know I could make excel do this, but I was mostly hoping to save myself from repeating the work.

So for level 0 henches, you just don't give them any gear at all? I had been thinking to use fighter templates to generate their starting equipment.

yep, penniless and unarmed. It makes sense, they are normal humans after all. Why would they have the arms and armor of a trained combatent? And, for that matter, why would they be signing up for such deadly work if they didn't need the money?  The party rarely had trouble getting enough money to equip them, since most of them were just going to sit in the 2nd line and use spears, the armor they wore wasn't especially important.  Those with higher CON they would splurge for platemail and a shield so they could help hold the front.

[quote="Jard"] yep, penniless and unarmed. It makes sense, they are normal humans after all. Why would they have the arms and armor of a trained combatent? And, for that matter, why would they be signing up for such deadly work if they didn't need the money?  The party rarely had trouble getting enough money to equip them, since most of them were just going to sit in the 2nd line and use spears, the armor they wore wasn't especially important.  Those with higher CON they would splurge for platemail and a shield so they could help hold the front. [/quote]  

Untrained, unarmed peasants desperate for cash and/or excitement, 1d4 hit dice, -1 to hit, 0th level fighter throws, and 3d6 down the line for stats. It almost sounds like the kind of person who could actually be convinced to do dungeon-crawls for a half-share of loot.

I like it. I'm guessing for their proficiencies you give them useless stuff like pottery and art?

For extra cruelty to my players I might use fighter starting age of 15+1d8. My players are in their early to mid 20s, so it'll make them really feel it when something bad happens to a hench.

[quote="SlipperiestChicken"]

I like it. I'm guessing for their proficiencies you give them useless stuff like pottery and art?

[/quote]

That's right, someone around here posted something that rolled up 4 random general proficiencies for 0th level humans and I never looked back.  I'm a generous god so I let bonus proficiencies from intelligence be determined by the player hiring them upon acceptance. This may seem a bit too strong, but otherwise the overwhelming emphasis of henchmen was on the physical stats since they would be mostly used as meat shields.  One 18 Int 0th level henchman was quickly turned into a mundane healer, but for my players an 18 wis or 18 charisma was basically meaningless.

I created an NPC party generator that can do the job; it randomly generates an NPC party (of various types - mages, clerics, fighters, etc.), and also gives them some random equipment, gold, and various other things. However, it also has some of my custom classes (Thrassian Assassin, Dwarven Sapper, Skinscribe...), so be warned that you may need to swap out some party members, or edit the absolutely opaque code (apologies in advance for that).

I have not yet added any proficiencies; that's for the next update.

It's located here, though you'll have to make a copy to change anything.

[quote="Jard"]

That's right, someone around here posted something that rolled up 4 random general proficiencies for 0th level humans and I never looked back.  

[/quote]

Would that happen to be this "henchinator" thing I found? http://jedavis.me:5000/hench/?market=4&pc=t

I am so very sorry that I have not replied. 

Between my job and trying to run a ACK Campaign and teaching a group of non-gamers the joys of Table-Top RPGs I have not had time to get back to this.

One of my unnfinished projects is a ACK Character Sheet that had drop down menus with lists that would populate the fields without you having to type everything out, but I just have not had tim to finish it.

One other project that remains unfinsihed is a henchmen gernator that created Classed NPC Hirelings

Not enough hours in the day.

 

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