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Pathfinder sheet issues and suggestions

I like the whole thing so far. But I'm having a little trouble understanding the DC Save for spells formula
1404302530
Sam M.
Pro
Sheet Author
It's what it's supposed to be. 10 + spell level + spellcasting ability modifier
1404311322
Sam M.
Pro
Sheet Author
The sheet on the test game is more or less final, aside from the NPC sheet changes I have to make. Let me know what y'all think about the new attack buttons and if I should add the same thing to the feats, class abilities, traits, and inventory sections.
Looks great Sam! Thanks for your efforts! Does anyone know why the character sheets don't transfer to a new scenario when using the transmogrifier or the vault?
1404331903
Sam M.
Pro
Sheet Author
The game you transfer to must have the character sheet enabled. If it's enabled and it still doesn't seem to work, I have no clue what's going on.
That was exactly the problem. It works now. I just discovered Roll20 a few weeks ago and am still learning. Thanks for the help!
will have a look again tonight after work.
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Edited 1404839364
We played We Be Goblins! module last evening using Sam's character sheet. What made this so special was that I have never played Pathfinder before (but I have some D&D 3.5 experience) and the GM had never run a campaign on Roll20 before. We had a blast and the session went really smoothly and a lot of that was thanks to Sam's great sheet. The GM had made the module's PCs in advance so all we had to do was to check them out once they were randomly given to us. The sheet was so well done that I didn't even have to know the rules and I was able to play the game without dragging the session much at all. I got a magic weapon during the session and it was really easy to add it into my inventory from which I could just one click the attack roll and the sheet did all the work for me. I guess what I'm trying to say is thank you Roll20 dev team for the Character Sheet feature and thank you even more Sam for creating such a great Character Sheet for Pathfinder!
1404450141
Sam M.
Pro
Sheet Author
I'm glad I was able to facilitate your session!
1404500441
vÍnce
Pro
Sheet Author
Hi Sam. First off, great job! Everyone appreciates all the time and effort you have put into the PF sheet. Thank you. Issue : On the tabbed sheet you are working on, should there be a "Trained" column on the Skills tab? I couldn't find an option for Trained and it seems that the button macro complains " No attribute was found for @{Brikri Ipe|Acrobatics-trained} " Suggestions : 1. Also, would you consider adding some additional text for the Features, Feats, and Traits button/macro that would state which type of the three the character is using? For example, instead of "Vince is activating Agile Maneuvers" it would say "Vince is activating Agile Maneuvers (Feat) ", or "Vince is activating Sneak Attack" it would say "Vince is activating Sneak Attack (Class Feature) ". I find it helpful if I need to look up additional info either as a player or GM. Just a suggestion. 2. Under the Equipment tab, would it be possible to add an "N/A" option in the "Charges/Quantity" and "Max" fields? Obviously there are many items that do not have charges, or max. Or would "N/A" not work because it has to be a number? Just being picky. Great work. -Vince
1404503245
Sam M.
Pro
Sheet Author
I can add a descriptor to the emote sure. You can just ignore any fields that you need to for the inventory. Number fields require numbers.
I am really looking forward to using these sheets in my campaigns. When they go live, how will I access them? Will they replace my current sheets? Will I have to change my sheets over? Will the data already entered carry over or will I have to re-enter all my info?
To use a sheet that's available to the public, you simply go to your settings for the particular campaign you want, and there's an option to pick one of those sheets. You can also, at Mentor level, use your own HTML and CSS to make your own sheets or use sheets created by others which you've modified. Once a campaign is set to use a sheet it continues to use any upgraded version of that same sheet as it upgrades (unless I'm much mistaken). If you're using a different sheet, then yes, the new one will replace the old. If you're just using the journal entries to make attributes and abilities and the like, the sheets are designed to complement them nicely, although you may need to make a few changes (mostly field names and the like). I believe the sheets auto-upgrade. And yes, none of your old info will be erased; however, you'll probably WANT to re-enter your info to make sure the new system sees it. I'm using a badly Frankensteined version of the current sheet in my game, but will likely require my players to re-enter some information into the new sheet (But not much because, as I said, it's well-designed to fit previous versions.) -Phnord
1404708595
Sam M.
Pro
Sheet Author
What Phnord said for the most part. The sheet will take the place of the current sheet and will be using the same field names for everything except feats. You'll most likely have to redo your feats traits and class abilities.
Sam, do you use Herolab? If so, have you potentially thought about exporting Herolab .por file to your sheet?
1404744848
Sam M.
Pro
Sheet Author
No, even if I did that'd require the API anyway which not everyone can use. I'd rather focus on the sheet alone since everyone can use that without having to purchase it.
While this is not necessarily specific to the sheet itself, but have you ever considered adding a tab to more easily manage conditions placed on your character? Character "buffs" are generally pretty easy to manage because they typically will add to one or two things. But conditions often impact several different things (for example "Shaken" provides -2 attack, saves, ability, and skills), so while this can be handled manually (or even factored in on the fly), having a "conditions" tab and being able to select conditions would be convenient and leverage the power of the sheet. If this is overly complicated or beyond the scope of the sheet, I can definitely understand!
1404825000
Sam M.
Pro
Sheet Author
It's only overly complicated in the sense that I'd have to make every field that each condition effects take the condition into account. Not just that, but it'd need an auto calculated field to work for each bonus and penalty that can possibly apply. It's definitely not worth my time to try to put that in without API functionality to make it go quicker.
Thanks I thought as much, but figured it was at least worth asking.
It'd certainly be convenient, though. I hate having to look up status effects.
1404939438
Sam M.
Pro
Sheet Author
I understand that, but I'm not trying to put the entire system in a character sheet either.
Sam, i just want to say thank you so much for the work your doing on this character sheet. I simply love how easy it makes to play characters. Simply click the roll button next to a skill, attack and such. It makes the game run so much smoother! I do have a question, you said about 2-3 weeks ago the new sheet was coming out but so far the games i'm in use the old one. Any idea when the new one is coming out? No rush of course the old one works fine! I'm just curious and bored at work as a server restarts.
1405080244
Sam M.
Pro
Sheet Author
Next week after I test it in my game this Sunday. The npc section isn't done yet but that'll be finished soon. I'm gonna do the help sections in a later update.
1405347738
Sam M.
Pro
Sheet Author
The sheet will be pushed to my fork this week, hopefully it gets pulled within a week of that. The NPC section isn't done so that's not gonna be in there, neither will the help sections. There's probably gonna be some backlash to the sheet's new layout, so whoever has made a simpler sheet will probably wanna upload it to appease the ones who don't like the new sheet. Thanks everyone who helped me test, especially Phnord for all the great ideas that made the sheet better, and Actoba for the design inspiration and CSS file.
1405438054
Sam M.
Pro
Sheet Author
Sheet's been pushed, hopefully it gets updated no later than next Friday.
Sam, I noticed one thing that you may consider changing. Currently for Repeating Weapons, the default value of Weapon Proficiency is No. I think this would be better to set this to Yes, as the majority of people (at least that I play with) won't use a weapon unless they have a proficiency in it.
1405446536
Sam M.
Pro
Sheet Author
It's the way it is so that people are forced to change it and it won't throw errors whenever they refer to it in a macro or use the sheet buttons.
Ok, thanks, good to know.
1405476433
vÍnce
Pro
Sheet Author
Thanks for pounding on the PF sheet Sam. Can't wait for my players to have access.
Really looking forward to this Sam. Thanks!!!
Sam I've noticed an occasional bug in the sheets, with the HP / MaxHP calculations and properly linked tokens. What happens is that, sometimes, the token's maxHP value disappears. The value in the sheet remains, and the token retains the current HP value, but the maxHP value gets reset to 'nul' (not zero, value is simply nothing). The result is that the token's HP bar disappears from view. It's a simple matter to go in and replace the maxHP value, but it's still a pain. It seems to happen when pulling a token, from the journal, on to a new map. It doesn't happen every time, and I'm not sure yet how to trigger it. I tried to demonstrate to the players the other night and couldn't get it to happen... until later in the game,when it did. My best guess is that the value in the sheet is somehow using two different attribute values, namely HP and HP max. However, the tokens want one single attribute, namely HP and its own max value, also called 'max'. As far as I can tell, the only documentation of this specific naming convention is here : Finally, we've introduced a 3rd argument for variables, allowing you to pull the "max" of a bar or attribute: /roll 1d20 + @{Guard|Intelligence|max} /roll 1d20 + @{selected|bar2|max} I think that renaming the fields would solve this problem. Make sure that both the player-entered HP and the auto-calculated HPMax were going to the same attribute, instead of (as appears to be happening) two different attributes, one of which seems to be hidden somehow. I believe this to be the case because when looking in the attributes and abilities section of a journal entry, I see the value in HP but no value for Max in that attribute. I'm not 100% certain how this would be done, however. Lemme know if this makes sense, or if you'd like to see what I mean in person. TLDR version: Change hit points field to work better with tokens! -Phnord
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Edited 1405993788
Sam M.
Pro
Sheet Author
Just edit the token and click save. This is an issue I've encountered with plenty of max attributes, it fixes itself when you modify your HP from the token itself too.
...yeah, that's what I've been doing. Was kind of hoping for, ya know... more? q;} Still lookin' forward to the update! Couple days now, right? -Phnord
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Edited 1405994132
Sam M.
Pro
Sheet Author
Whenever Riley merges the update, which usually happens after I mention it.
So I found a very weird behavior... So create a token, have the token represent a sheet, have bar 2 represent "ac". Add a shield to the character sheet making sure the box is checked. The "ac" adjustment is carried over to the token as expected. Now uncheck this box next to the shield. The character sheet adjusts as expected, however bar 2 of the token is not updated. It seems like regardless of the shields equipped checkbox, the token always seems to represent the value as though the shield was equipped. Am I missing something or should these checkboxes translate to the token?
1406158595
Sam M.
Pro
Sheet Author
IDK, that's outside my realm. Tokens already hate auto calculated values so making them more complicated just makes them hate'm more.
Thanks, I post this in the original character sheet discussion thread and see if Riley picks it up.
Just a quick question that came up in game, and I don't have an answer for it other than a work around. A player upgraded their armor with a suit they found and a new shield. The shield had a max dex of 2. The sheet shows max dex as 2, and we have the correct ACP from the armor/shield combo. But in the AC calculation the Dex field is still showing their base Dex mod of 3. We fixed this by added a -1 to the Misc line, as none of the others could be edited. But just wondering why there is a Max Dex field by the armor class calculations if it isn't used? Again, killer job and thank you so much for all your hard work. It isn't that big of a deal I have honest players that point these things out, but just thought you might wanna know. :)
1406566762
Sam M.
Pro
Sheet Author
Just wait for the update.
Oh okay, silly Alpaca I thought the update was last Friday... (i am clueless at times, sorry to bother you nice folks)
If you are a mentor and impatient like I am you can just copy the HTML and CSS from GitHub for the updated version and use it as a custom sheet :)
I'm pretty sure the copy on GitHub is still the 'old' version.
I'm merging in the updates now. Also this thread is insanely huge so I'd like to close it so you guys can start a new one to continue the discussion. That okay @Sam?
1406597265
Sam M.
Pro
Sheet Author
I'm cool with that.
Feel free to continue discussion on this here: <a href="https://app.roll20.net/forum/post/1047051/pathfinder-sheet-thread-2-golarion-boogaloo" rel="nofollow">https://app.roll20.net/forum/post/1047051/pathfinder-sheet-thread-2-golarion-boogaloo</a>