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Pathfinder's Character Sheet not rolling right

It says we should contact the author of the sheet but there is no contact info in the description so I'm putting it here. For most numbers in the sheet, it is divided by 2 then substracted 5. As an example, given the following values : DEX-mod = 2 init-misc = 0 init = 2 The Roll-for-initiative premade macro returns : Rolling 1d20+(floor((2) / 2) - 5)+0 I tried using a custom macro of my own, calling the {DEX-mod}, and it stills does a floor(x)/2-5 As for skills, it seems it only takes into accoun the rank, because CHA, trained and misc bonus are ignored.
1401299166
Sam M.
Pro
Sheet Author
Change your base DEX score to 14 or 15 instead of 2. The ability mods are automatically calculated based on your total score. The formula (floor(X / 2)) - 5 is your ability score divided by 2 rounded down then subtract 5 to get your ability modifier.
1401299638

Edited 1401299668
I'm redirecting a few threads relating to issues and questions with this sheet here: <a href="https://app.roll20.net/forum/post/879681/pathfinde" rel="nofollow">https://app.roll20.net/forum/post/879681/pathfinde</a>... <a href="https://app.roll20.net/forum/post/879693/pathfinders-character-sheet-two-handed-weapon#post-879713" rel="nofollow">https://app.roll20.net/forum/post/879693/pathfinders-character-sheet-two-handed-weapon#post-879713</a> <a href="https://app.roll20.net/forum/post/879671/pathfinder-character-sheets-macros-and-values-makes-no-sense#post-879717" rel="nofollow">https://app.roll20.net/forum/post/879671/pathfinder-character-sheets-macros-and-values-makes-no-sense#post-879717</a>
Here's how my current Ability Scores looks like. And here's for my diplomacy, and a Diplomacy roll Same for my initiative :
Also, if the macros a really recalculating the mod every time, it's a waste of processing power. Why not just take the existing variable in DEX-mod ?
1401301079
Sam M.
Pro
Sheet Author
Abel L. said: Also, if the macros a really recalculating the mod every time, it's a waste of processing power. Why not just take the existing variable in DEX-mod ? Because that's a limitation of the current character sheet engine
Oh I see.
1401301308

Edited 1401301461
Sam M.
Pro
Sheet Author
So you're not crazy, there seems to be something happening on Production that changes the way it's adding values. Here's a screenshot on Dev of what it's supposed to look like. The difference appears to be quantum rolls. Actoba hits it on the head, you need to either delete all your old attributes or recreate your character.
1401301323

Edited 1401301374
Actoba
Pro
Sheet Author
The existing variable for dex mod will be a calculation so it is kept up to date when/if your other variables change. The processing power cost is next to nothing considering it's used mostly within an already existing roll/calculation. The screenshots look right but the copy of the sheet i have from the repo looks to be setup correctly and a quick test creating a new campaign confirms that it works fine for me. I'd guess that perhaps your adding the sheet to an existing campaign which already had attributes called "DEX" setup. A quick test doing that for me causes issues and the rolls will use the attribute previously setup and ignore anything in the sheet that matches the same name
1401301540
Actoba
Pro
Sheet Author
See the screenshot below. 2 Acrobatics tests one where I had a "DEX" attribute set to -100, and another where I had no attribute set so it used the one on the sheet which was set to 18 -
That makes sense! I've removed my previous stats (now that they were transfered to the sheet) and everything seems to be working fine
Sorry for worrying you Sam, your sheet is amazing now that I'm not messing it up :P
1401301722
Sam M.
Pro
Sheet Author
Abel L. said: Sorry for worrying you Sam, your sheet is amazing now that I'm not messing it up :P Phew, glad you like it :)
I hadn't even thought of that (attributes already existing being named the same as new auto-calculated attributes). Geez...
1401305277
Actoba
Pro
Sheet Author
Glad it's working for everyone now!
Not sure if this is the right place to ask here, but I have players with multiple characters due to the leadership feet. Can the character sheet be made to always refrence the Character name and not the player name when running macros?
Josh E. said: Not sure if this is the right place to ask here, but I have players with multiple characters due to the leadership feet. Can the character sheet be made to always refrence the Character name and not the player name when running macros? Everything in the sheets is based on the Character, yes. So a player can have more than one character and it will all work fine.
Awesome character sheet. Thanks Sam! Just as a quick suggestion, is there a way to add 0.5 Str (off-hand weapons) and 1.5 STR (two-handed weapons) to the list of options for weapon damage modifier? Thank you again for the excellent sheet!
1401311376
Sam M.
Pro
Sheet Author
I'd have to do it for every ability but if there's enough demand I could come up with something. Perhaps a multiplier after the ability instead. For now I've just been manually adding half the strength mod in the damage formula.
1401315358

Edited 1401315426
Okay, including it in the damage formula works. Thanks Sam!
Anyone know how to get the Max HP to work with the NPC option? There's the Hit Dice section that started off saying " (xdx+x) ", but no matter what I do with those numbers (including just putting in a pre-rolled amount, ie, 25), it doesn't update.
1401318764
Sam M.
Pro
Sheet Author
Change the field between hit dice and max.
@Khana - The Hit Die appears to be an informational field, simply fill in the Misc box with the total HP as this field correlates to the "class-0-hp" field on the PC sheet.
I really need refresh before I post, Sam is too fast :)
1401319047
Sam M.
Pro
Sheet Author
Kevin said: I really need refresh before I post, Sam is too fast :) I basically live here :P
Riley D. said: Josh E. said: Not sure if this is the right place to ask here, but I have players with multiple characters due to the leadership feet. Can the character sheet be made to always refrence the Character name and not the player name when running macros? Everything in the sheets is based on the Character, yes. So a player can have more than one character and it will all work fine. Thanks I have found that to be the case on testing all except the Weapon rolls. The emote is referencing the player and not the character. I know this is a function of the emote itslef, but I can see this causing some confusion with my players who have multiple characters
1401321353
Sam M.
Pro
Sheet Author
I put that in to appease the players who wanted the button to break up the chat more. Putting the character name would make it look cluttered. The alternative is I take it out and you can create your own emote header, but that leaves people who don't want to do that in the dust. I can't please everybody :-\
Speaking of attack rolls, is there a way to call the weapon_name, attack, and damage values from the character sheet into a custom macro? I can't figure out what the values are called. As a GM, I would prefer to have those rolls viewable by the players, and also would like to reduce on chat spam for characters that have iterative or multiple attacks. Thanks Sam!
This would be a case where /emas @{character_name} would be very helpful if it wasn't a gm-only command... I can understand the point Josh E. makes, but I am one person who found the lack of an emote there making it a bit tough to read, but if it is better for the community to have it with the name, I personally have no problem making token action macros for the attacks.
@William B. This is a macro I created for one of my players as he had the same general concern as you: /em attacks with their @{repeating_weapon_0_name} AC: [[1d20 + @{repeating_weapon_0_attack-type} + @{repeating_weapon_0_attack} + ?{Attack Mod?|0}]] DMG: [[@{repeating_weapon_0_damage} + @{repeating_weapon_0_damage-ability}+ ?{Damage Mod?|0}]] Crit: @{repeating_weapon_0_crit} Notes: @{repeating_weapon_0_notes} Note, I added the ?{Attack Mod?|0} and the ?{Damage Mod?|0} for additional versatility for adding "on the fly" mods. Also for each weapon attack you create you need to increment the X in the "repeating_weapon_X_" statements. Generally I created Primary, Secondary, and Tertiary attack macros, but I can see having way more than that in a high level campaign.
Ahh that's perfect. Thanks Kevin! I had actually written nearly the same macro but used "repeating_weapon_1_name" instead. Such a minor thing. Lol Thanks for the timely, and helpful feedback!
Yeah, the repeating sections all start with "0" as the first slot. One thing to be careful about with these macros however is that if you delete weapons on the repeating table all items in the table shift down 1 digit, so that may be a bit confusing if people delete weapons and add more.
How is the community currently handling multiple attacks with te same weapon. Each successive swing usually comes at -5 off of the last attack. Are they just making separate weapon entries for each attack in the chain?
@Josh - That is how I plan to handle it, which is why repeating repeating sections are going to be very necessary, particularly in high level campaigns. This will make custom macros a bit more tedious to work as there isn't way to reorder the table short of manually removing items, then re-adding them to help with consistency. In general I was going to ask my players to put a "(1) Weapon" for the name for first attack macro, followed by a "(2) Weapon" etc...
1401326001
Sam M.
Pro
Sheet Author
I find that multiple attacks are easier to implement in a macro most of the time.
Yes; my plan is to make a single macro for each weapon... then, if the weapon is used differently, a different macro for that use. For example: Longsword Longsword offhand Longsword second attack Longsword power attack Longsword charge etc. etc. Messy, but it'll work. An alternate method, possibly easier, might be to enter each attack type as a separate weapon. -Phnord
Do you mean in a single macro for all attacks, or as separate macros for each attack? The reason I ask is that I tried initially having a single macro that attacked with all attacks, but then temporary spell effects (such as haste) throw a bit of a monkey wrench into the macro by allowing for extra attacks at the highest BAB. I guess you could re-roll the macro (or create a separate "additional attack macro", but was hoping with the sheets to cut down on the number of additional macros as they can be overwhelming to certain players (kids, less technical players, etc...).
That is the problem I was running into Phnord, in higher level campaigns the number of exceptions became difficult to manage from a macro perspective, which is why I ended up using ?{Attack Mod?|0} and ?{Damage Mod?|0} with every macro and adjusted on the fly (which also became a bit difficult as you started adding/subtracting multiple bonuses, but I digress...). I was really hoping the sheet would help with this some, and I think it could because it puts a bit of the onus back on the player, but doesn't require them to be overly familiar with the macro language.
I have a character with multiple craft skills. Is it possible to add additional skill lines?
I have a problem where I have characters who have abilities that can be used a number of times per day (channel energy, bardic performance, and wild shape) and they've entered the information onto the character sheet, but I can't assign the times per day to a bar on their character token. When I mouse over the field it says that it's repeating_feat_X but when I open the drop-menu in the token it doesn't exist. Also leaping off of a point that Kevin brought up, is could we have a field for temp attack and damage modifiers? As you can tell from the above I run a game with a Cleric, a Druid and a Bard so when the buffs start flying they can be a pain to keep track of.
Well... I think it can, it's just that nobody's figured out exactly how yet. The problem is that, yeah, the sheets work and look just like the 'standard' character sheets. And yeah, some effort has gone into making them work with Roll20, such as how it pulls the info together and sends it to the Roll20 system. And yeah, some effort has gone into making some really complex and frankly impressive sets of interactions between the two; the repeating weapons section alone is a piece of art, Sam. But, so far, it hasn't really been field tested yet. I think it needs time to find its legs, and really become an integration between the two forms. It's gonna take a lot of use, with a lot of people each modifying it a little bit to suit their games, before we'll really know what it needs to be 'perfect'. Sam, I'm trying really hard to reverse-engineer your sheets; as I said, they're pretty damn good... but I want to modify them a little bit for my system. I think I'm getting the idea, but I can't for the life of me figure out how to make three (or more) pages, ie PC NPC ITEMS... I can't even figure out how to make my (copied and renamed) checkboxes to show or hide various sections work! Do they have to be in the same order as in the CSS as on the actual page? Could one extra (or too few) &lt;/div&gt; be the problem? Gimme a hint, please! Nevermind, I think I've about got it figured out. It was a &lt;/div&gt; thing! -Phnord
1401330180

Edited 1401330281
Found another bug of sorts. The spell save DCs don't add in the caster's ability score modifier (INT, WIS, or CHA), so they're all off right now. EDIT: Disregard that bug. Once you add the score modifier to the concentration check field under Skills it corrects itself.
1401332061

Edited 1401332517
Sam M.
Pro
Sheet Author
Neil said: I have a problem where I have characters who have abilities that can be used a number of times per day (channel energy, bardic performance, and wild shape) and they've entered the information onto the character sheet, but I can't assign the times per day to a bar on their character token. When I mouse over the field it says that it's repeating_feat_X but when I open the drop-menu in the token it doesn't exist. Also leaping off of a point that Kevin brought up, is could we have a field for temp attack and damage modifiers? As you can tell from the above I run a game with a Cleric, a Druid and a Bard so when the buffs start flying they can be a pain to keep track of. Repeating sections don't appear on tokens Temp modifiers are attributes you should create, there's no good place to put it in the sheet.
1401332115

Edited 1401332134
Sam M.
Pro
Sheet Author
Josh E. said: I have a character with multiple craft skills. Is it possible to add additional skill lines? I'll add two more fields each for craft, perform and profession.
Another request. For Caster Lvl check add a area for bonus. Elves and Spell penetration could both give bonus to this area
Sam .... THANK YOU. Just wanted to add with all the sugestions here that I really appreciate the work that is going into this sheet. I would not have been able to get close to this on my own and just wanted you to know you are apreciated
1401334585
Sam M.
Pro
Sheet Author
thank you, though I don't think there's room on the sheet for misc bonus to caster level. You can just modify the caster level itself for the time being.
1401375380

Edited 1401383445
My multiple attacks per round macro... I write my macros with a +(?{Number of attacks this round?|1}-1*(-5)) added to the to hit roll. Everytime I strike I just plug in which number attack it is and it adjusts the to-hit.
1401375531
Gid
Roll20 Team
I'm going to move this thread to the newly added character sheet forum.
So just to clarify you have a regular macro for primary attack with no modifier, then an one additional macro that can be invoked several times to handle each additional attack, correct?
OH THANK GOD. Now that I know to remove all previous attributes, the thing works nicely.