Natha said: Andy S. said: So, is there a reason why Rapid Shot/Off-Hand attacks don't have an option to add secondary damage and bonus dice? After all, for Rapid Shot, if the normal attacks have, say, energy damage, the extra attack will have it too. And as for Off-hand attacks, well, if your off-hand weapon has energy damage, as would seem like a relatively common occurence at mid-to-high levels, then there's no way of doing that given the current sheet. For context, I'm running a Rapid Shot user with a Corrosive weapon and Studied Combat. However, the only way I've found to give his extra attack both the acid damage and the precision damage is to list them both as separate attacks. Except a) the limited number of extra attacks means that's not an option for two-weapon fighting characters and b) the extra attacks also lack the option to skip the attack roll, like the normal attacks have, so it insists on rolling attack rolls for things that don't need it. Because of this, it's very inconvenient to read when one has to actively sort out which rolls to use and which to ignore. Forgive me if my frustration is coming out in my post; I just cannot fathom why these extra attacks should be so much more limited that the standard attacks. Hi Andy S. and thanks for your feedback. Every supplementary information (attribute) on the sheet add some extra load to the character, thus the game. The Pathfinder 1 sheet is a heavy sheet as it is, and to avoid slowing down the game too much, we tried to limit as much as possible the "attributes creep". Extra attacks were meant for simpler addition to the already features rich attacks. I'm sorry to remind that as stated in the first post of this thread, no new features will be added to the sheet, as PF2 is coming soon. If you need additionnal damage rolls/informations, note that in almost any "text"/information attribute of attacks, you can add any inline rolls in the content, and it will be rolled and shown (integrated in the calculation) in the roll template. For example, using the MOD attribute of damage: Or using the notes or description : Okay, the second one works - the first doesn't really take into account that you sometimes need to separate the types of damage due to an enemy being resistant or the like, but the second works fine. Follow-up question: is there a way to put a modifier in the MOD attribute of damage such that it is exempted from being modified on a critical. So, for example, if you had a normal modifier of 2 as well as 3 precision damage, is there a way of putting in "+2+3" such that the 2 is multiplied on a critical, but the 3 isn't?