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Pathfinder 1st - Buffs Increasing Custom Attributes on Stock Sheet

Hi, first time posting here!  I am helping on a wizard sheet for Pathfinder 1st, I have created a Custom Attribute for Evocation Caster Level modifications for feats that increase or decrease it such as Mage's Tattoo, All of my spells now read and apply this fine, Magic Missile as an example: [[{ceil((1*@{caster1_level}+1*@{Evocation_ECL})/2),5}kl1]]d4+[[{ceil((1*@{caster1_level}+1*@{Evocation_ECL})/2),5}kl1]] I am now trying to create a buff to reference the "Evocation_ECL" Attribute for easy changing of this value, for instance if the wizard is casting a spell with the Spell Specialization feat I would want a buff to increase the "Evocation_ECL" attribute for the use of that spell and then turn the buff off again. for the example above I am using a buff with the following in the mods "+2 to @{Evocation_ECL}" which is doing nothing to the attribute when toggled on, have I missed something simple here? 
one thing i forgot to mention, i tried "+2 @{Evocation_ECL}" in the buff too, no change. 
1648914872
Kraynic
Pro
Sheet Author
I am fairly certain that the framework for the custom buffs is only written to interact with specific attributes, and therefore won't interact with your custom attribute. <a href="https://wiki.roll20.net/Pathfinder_by_Roll20#Buffable_Stats" rel="nofollow">https://wiki.roll20.net/Pathfinder_by_Roll20#Buffable_Stats</a>
damn, very new to this side of things and i missed that - are there any easy alternatives to modifying this custom attribute on the fly? never looked at macros before, are they a possibility?&nbsp;
1648915624

Edited 1648915808
Kraynic
Pro
Sheet Author
The tattoo is a constant and never changes and is always on for that school of spells, so you shouldn't even need an attribute for it since the "@{caster1_level}+1" already accomplishes that.&nbsp; You would just leave off the +1 for any spell that isn't part of the evocation school.&nbsp; Are there any feats in play that scale by level or only apply sometimes? [[{ceil((@{caster1_level}+1)/2),5}kl1]]d4+[[{ceil((@{caster1_level}+1)/2),5}kl1]] Keep in mind that, in theory, each missile should be rolled independently so that the missiles can be sent to different targets.&nbsp; If you don't your games that way, then the single lump damage is fine. [[1d4+1]],[[1d4+1]], etc.
Outside of Spell Specialisation, maybe Heighten Spell (Metamagic), im not playing the wizard myself so I'm not fully in the know of what can alter ECL of spells, was just looking for an easy solution for Spell Specialisation and the to apply similar logic for anything else that's a conditional ECL increase down the line with the existing attributes.&nbsp; Probably over thinking it&nbsp;
1648916634
Kraynic
Pro
Sheet Author
But any heightened spell should be entered at the level it is being cast (easiest to just copy/paste from the normal drag/drop level).&nbsp; Then the correct save DC will be printed based on the spell level being used to cast it.
that makes more sense! il leave this one alone, thank you for the help :)&nbsp;