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Pathfinder - Editing NPCs for Augmented Summoning

Hey folks, I'm playing a Pathfinder druid and I'm trying to sort out the best way to set up my summoned creature sheets. I have a list of monsters for each level, which is working fine, but I also have the Augmented Summoning feat, which gives them all +4 str /+4 con. Is there a good way to edit those NPC sheets to update all of the cascading numbers (BAB, Saves, Attack/Damage Rolls) or do I need to edit each of those fields separately? I've tried just editing the abilities in the stat block, but that doesn't appear to do anything. Any ideas? Thanks!
1621001317
Kraynic
Pro
Sheet Author
NPC sheets don't auto-calculate from stats.  That is (other than a condensed view) the point of the npc sheets, because it cuts down on the javascript sheetworkers needing to run.  If anyone else is using the summons that doesn't have the feat, then it might be best to put in notes in the various roles to remind you that something needs added (attack/damage and fort saves) and just remember to bump the hp by 2 per HD.  If you are the only one that is summoning these things, I would suggest that the GM of your game create a folder for summons, and create a sheet for the ones you most commonly use.  Change the name of them to add summon at the end, which will allow regular versions to be dragged out from the compendium (the compendium won't overwrite and existing journal entry with the exact name of what you are dragging out).  That way, you could conjure a "Wolf Summon" from your journal folder, but the GM would still be able to generate a "Wolf" from the compendium.  Then you edit the "Summon" creatures with the values they should have by directly editing the attack/damage rolls, fort saves, and any skills affected by strength.  The GM would also need to alter the default hp on the token and resave that as the default token on the sheet.
Thanks for the reply. Is there a good way to just assign a buff macro or something to monster? How do DMs handle prayer or bless buffs? You'd think there'd be something that could be applied to all rolls. I'm still looking.
1621646418
Kraynic
Pro
Sheet Author
As I said above, NPC sheets don't calculate from stats.  They don't calculate from anything.  They are a stat block only, which is why the combat rolls, skills, saves, etc, are put in with the exact bonuses or penalties to add to the rolls.  There are not buffs, conditions, etc..  This is to cut down on the script load of the game when you have a bunch of npcs. 
Right, I understand that. Is there a work around or do I just need to add a few numbers to my rolls? How do DMs or summoning classes do it?
1621650783

Edited 1621650846
Kraynic
Pro
Sheet Author
I thought I mentioned that in my first post.  You can directly edit the values that are being rolled if there is only one player using summons.  If multiple people are using summons, I would add notes to the rolls as a reminder to add the Augmented bonuses when they apply.  Then you ignore the note if someone without the feat is using that particular summon and add it when the player with the feat is using the summon. Edit:  I also have a macro that whispers to me the contents of the hit dice field from the npc sheet.  That way I know how many hit dice they have so that I can add the 2 hp per hit die for the feat.
Thanks for your help. I don't mean to sound frustrated or repetitive.  1. I understand the augmented summoning edit. That'll be permanent on all my nature's allies. I'll have to do it on all my allies. 2. If I cast bless or bull strength or something on them, is there a better way to buff those rolls than just manually adding (+1 Hit and damage /  +4 Strength)? Those spells won't always be on and it would be hard to edit for each spell. Thoughts?
1621652803
Kraynic
Pro
Sheet Author
For something short term like that, I wouldn't bother.  It is just another +2 to anything that stat supports, so you could easily just use a token marker to remind you that buff is on the summon.  I would only edit the sheet for things that are on all the time, or that are something that could be used any time (like the smite summons have for the divine/fiendish template).  And I also add rolls to the description for things like trips for cats and wolves, so that they get rolled all at once to make it faster to get through their turn.  Everything else would be on the player to remember.  At a real table you wouldn't be altering a creature/character sheet for a short term buff like bless or bull's strength.  Basically, don't try to automate everything, because you will waste more time automating things than it would take just to remember to call out that you need to add 2 to a roll for a temporary buff.  In my opinion, that is something any player should be able to handle.  If you forget, then it probably wasn't that important. An example of that an attack from a wolf summon looks like in one of my games: