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level dependant buffs question- PAthfinder community sheet

So i am playing a Summon who has recently taken the Summon Guardian Spirit feat i need to know if there is a way to grant the ability score increases based on spell level using Buff and the custom tabs? essentially how it works is starting at summon monster 3 and above you summon a unique creature from your summons list, my character has summoned a hellhound to be thier guardian.&nbsp; so if I use a SM3 or 4 hellpup gets a +2 to all ability scores, at SM5 and 6 its a +4&nbsp; &nbsp;SM&amp; and 8 +6&nbsp; &nbsp;and at SM9&nbsp; the firepupper gets a whopping +8 to all scores&nbsp; &nbsp;&nbsp; how i was thinking about using this is having a buff set to always on&nbsp; that will boost the scores and a seperate buff to say what spell level i'm using any ideas or suggestions on how to get this to calculate properly? for refrence&nbsp; <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/guardian-spirit-cr-varies/" rel="nofollow">https://www.d20pfsrd.com/bestiary/monster-listings/templates/guardian-spirit-cr-varies/</a>
bumping this
1608963565

Edited 1608964574
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Hi Sally, one method that should work is to add a "customa1" attribute to the creature using the "Custom" tab.&nbsp; @{customa1-mod} will now represent the Spell Level.&nbsp; Then add the buffs as needed.&nbsp; Use @{customa1-mod} (ie Spell Level) in each buff's macro-text to help calculate the appropriate bonus. example; for Ability Scores create an "always-on" buff and add 6 sub-buffs to it.&nbsp; One for each ability score using the macro-text below to generate the mod, except for Charisma(set the creatures base to "0" and just make the buff 18, or higher if the creature has a higher base as mentioned under Guardian Spirit) [[{[[(floor((@{customa1-mod})/3)*2)]], [[(floor((@{customa1-mod})/5)*4)]], [[(floor((@{customa1-mod})/7)*6)]], [[(floor((@{customa1-mod})/9)*8)]]}kh1]] You can use a similar "always-on" formula for AC [[{[[(floor((@{customa1-mod})/4)*2)]], [[(floor((@{customa1-mod})/5)*4)]], [[(floor((@{customa1-mod})/7)*6)]], [[(floor((@{customa1-mod})/9)*8)]]}kh1]] CR and HD will probably need to be adjusted manually though. Neither attribute have a direct buff or real time macro-text mod.&nbsp; You might be able to incorporate extra HP based on the creatures Base HD plus any bonus added according to the Spell's Level. [[{[[ ceil(((floor((@{customa1-mod})/4)*2)+@{npc-hd}+1)/2) ]], [[ ceil(((floor((@{customa1-mod})/5)*4)+@{npc-hd}+1)/2) ]], [[ ceil(((floor((@{customa1-mod})/7)*6)+@{npc-hd}+1)/2) ]], [[ ceil(((floor((@{customa1-mod})/9)*8)+@{npc-hd}+1)/2) ]]}kh1]] Change customa1 to match the Spell's Conjuration Level and the attributes should adjust accordingly.&nbsp; You might be able to use a token bar to edit customa1 as well... (not tested) ;-) Cheers&nbsp;&nbsp;