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[Pathfinder 1 Roll20 sheet] Custom buffs (Point blank shot; Favored Terrain/enemy buff)

One of my players is playing a Ranger, and I'm trying to configure the buffs for Point Blank Shot,  Favored Enemy and Favored Terrain, getting field names from the sheet and the buff sheet here.  Point Blank is +1 to hit and damage Using +1 To Ranged ; +1 Ranged Attacks Damage Mod , it applies the bonus to hit for weapons that are ranged, but doesn't do anything for damage. I've tried using ranged_damage_bonus and ranged damage, capitalized and not, with no impact. ////////////////////////////////// For Favored Enemy , the ranger gets +2 attack +2 damage As well as +2 Bluff, Knowledge, Perception, Sense Motive, and Survival For Favored Terrain , the ranger gains a +2 Initiative, +2 Knowledge (geography), +2 Perception, +2 Stealth, and +2 Survival Using +2 To Ranged;+2 to Melee I get the appropriate attack bonus but I am unable to get any of the bonus damage or skill bonuses to apply, or the Initiative bonus. Any assistance would be appreciated.
For Point-Blank shot, I have successfully used:  "+1 to Ranged +1 to ranged damage" I think there is also a dependency on how the weapon is set up. For the character I used this with, the weapon is:  +1 Longbow, Composite Category: Ranged   Type: Martial Attack: Ranged  + -- (where Dex, or Str would be) + 2 (+1 Weapon Focus, +1 bow)   Vs AC Critical Range: 20   Range: 110 ft damage: 1d8 + -- (where Str, Dex, or 1.5x Str, etc. would be) + 1 (+1 bow)   The bits in italics are my notes to help, and NOT part of the entry. 
1595193910
Kraynic
Pro
Sheet Author
One thing I should say is that some examples I have seen have all modifiers in a multi-part buff just separated by commas (as you have them in your post).  I put each part on another line, because it is easier to read.  For me at least. Hmm, I am using ranged damage with Deadly Aim.  I just checked and the damage part of the buff is working fine: +[[2+[[floor(@{bab}/4)*2]]]] to ranged damage I have a detective in one game that has an initiative buff as part of his "Careful Teamwork" buff.  I just logged in and that buff is working: +[[1+floor(@{class1_level}/5)]] to initiative +[[1+floor(@{class1_level}/5)]] to perception +[[1+floor(@{class1_level}/5)]] to disable device For some of your class abilities, I wouldn't set them up as buffs.  Point Blank Shot, for instance.  Just put it in the description or note section of your attack:  "Add 1 to attack and damage rolls if the target is within 30ft."  It is a lot easier and faster than enabling and disabling a buff all the time. I would do similar with your situational skill buffs.  Your favored enemy and terrain buffs (for skills) could be entered into the notes sections of those skills.  Add them in as necessary instead of having to activate/deactivate them all the time.  You can set them up to adjust to your level similar to the buffs I am using. For survival, I have this for favored enemy: When tracking, add [[ceil(@{class1_level}/2)]] for Favored Enemy It is up to you how you want to set up stuff, but I would only set things up as buffs that absolutely need to be.
It's stupid, but I went back and typed everything back in, and now it's working.  I don't get it. @Kraynic - I get what you're saying, but this seems to be the kind of thing that buffs should absolutely be used for - long term multiple item changing things.
1595209196
Kraynic
Pro
Sheet Author
Except that your favored enemy bonuses to skills will only apply when dealing with that race, and the same with favored terrain.  Unless you are dealing with your favored enemy in your favored terrain, you will be turning them on for a short time, possibly for only a roll or 2 and then turning them back off.  So I leave the skills as notes, and lump the combat ones into buffs that I will turn on for combats as needed, because any buff you can turn on for combat is usually on for the entire conflict. Totally up to you.  I just find that the situational things are much easier to deal with outside of buffs. 
Thank you for your help.