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PF1 Paizo Sheet: How do I create buffs that add varables (e.g. Arcane Pool adding Flaming to weapon)?

As the title says, I'm having a heck of a time trying to figure out how to add buffs to the official Paizo sheet for things like Arcane Pool's ability to grant a weapon Flaming, Shocking, etc, or single use items like Holy Weapon Balm that add xdx damage to an attack roll.  How can I make this happen? Thanks
1607398066
Kraynic
Pro
Sheet Author
Something like that seems like the sort of thing to add to a description section: Add XdX if Holy Weapon Balm is active.  Another option is to add something in the Damage 2 section.  That might not be a bad way to add the elemental damage type.  It prints out on another line, so you can add it in separate (and be able to apply DR to the elemental damage easily).  One reason I mention the Damage 2 and Description sections and not the Notes section is that you can uncheck a box and have them not roll/display if they won't be used for a while.  One reason to avoid adding them as a buff is that the buff won't be labeled what type of damage it is doing in the roll and will be added in with other damage modifiers in the damage calculation.  With it being blended in with other bonuses, that makes it harder to apply DR (or weakness) if it comes up.  I'm also not sure you can use a dice roll in a buff.  You can do calculations to get buffs affected by level, but dice rolls might be out.
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Edited 1607530842
Thank you so much for your reply.  I've spent basically all of my free time today and yesterday tinkering with it, and your suggestions have made today's work much more fruitful. Initially I had run into a wall because I wanted a single Weapons/Attacks line that would do my full attack action, and for whatever reason the Damage 2 box only appears for the first attack (and not any of the "Additional Attacks" underneath), which makes them very hard to use.  A buff would be an excellent way to control add on effects (partially because there can be so many different sources, and quite frankly, most of those sources are buff spells).  Unfortunately, as you intimated, I haven't been able to figure out a way to use any sort of die roll in a buff or state any additional text (damage from a Fire source, etc.).   For the character that's been the wagon most of my work has been built on (Eldrich Archer Magus with Arcane Pool), it's very possible to have multiple add on damage types for all of my attacks.  The solution I've hit on for now is to have two additional damage types listed, one each in Damage 2 and Description, using the checkboxes to toggle them (right now I'd likely only use one, but I like to be prepared).  How do I make this work for a standard action attack as well as full attacks and also factor in effects like Divine Power or Haste in addition to the Ranged/Ranged Damage bonuses from Arcane Pool?  Easy!  I don't. My attack button only does a single attack.  I set up four buffs for "+1/+1", "+2/+2", "-2/0" and "-2/0".  I also have a second attack button set up that's just got a single -2 Ranged baked in to save me a few clicks.  So now I have two buttons (and the Description line) to configure most Arcane Pool functions, plus -2 Ranged options for Spellstrike and Rapid Shot.  I was trying to avoid having attack buttons for each different scenario, and since Rapid Shot is usually just on all the time and Arcane Pool lasts the entire fight once it's on, a couple toggles work well enough for these. Description line, for anyone that might need it, is simply: "Fire Damage: [[1d6]]" - and if need be, I can bang in a carriage return and a second line for Lightning / Cold / etc and have two damage types added on, each with their own line. Also, I found that one needs to uncheck and recheck the toggle boxes for whatever field you're experimenting on in order for changes to be applied, and sometimes for whatever reason it's not until the second activation (as in, attack, then attack again) to get the new results. I can't thank you enough! Edit: P.P.S. For a Magus' Spellstrike, once the attack roll is made, I either click a macro that does the calculations for my most common spells (Ray of Frost, Acid Splash, or Snowball) or I simply go and click the spell itself.  It's not perfect but it works.  Cheers!