You'll eventually want at least 16, but don't bother getting more than 20. The total will be used as a target for Spell Failure checks in Spell rolls, if the Spell is from a Class with the “SF” (Spell Failure) checked in the Class subsection of the Configuration tab. "concentration" will affect both spellcaster class concentration modifier. The mechanical effects of the Feat is generally integrated in the stats of the source stab block, either from Compendium or module in Roll20, so the feat is present as a reference information. After casting the spell, decrease by clicking on the lower bubble. Repeating Weapons/Attacks, Damage 1: %{selected|repeating_attacks_$id_damage} Damage Damage Type is free optional text input to specify the type of damage (such as “Slashing”, “Piercing” or “Fire”) and will be shown in roll template if not empty. Clicking on the name of the attack will roll a full attack and damage. This accounts for the relative configured Racial properties (see Configuration tab) and Encumbrance & Armor (see Additional tab). The Temp input can be used for buffs or debuffs. Name is required to be filled in and it will be automatically be filled in by a Compendium drop. Up to 3 classes can be used for multiclassing, of which the first two can be spellcasters. Show Metamagic Feat: %{selected|repeating_metamagic_$id_feat}, Initiative: %{selected|npc_initiative} Legendary Spellcaster: Standard and essential for spellcasters. Playing a wizard involves a lot of planning, tracking, and management. The Temp field allows to augment the land speed and thus the other derived speeds. Profession: %{selected|profession} Spells are shown by spell level. Abjur: CounterspellYou attempt to interrupt a creature in the process of casting a spell. Weapon Specialization: You should never need this. Fly: %{selected|npc_fly} Survival: %{selected|survival} Hit Dice: %{selected|npc_hd} Touch and Flat-footed AC are calculated based on AC. The Spell-like abilities repeating section allows to enter, roll/show, and track uses of special abilities, based on a spell or not (like the Paladin’s powers for example). You may click the AC label to show/share the information in chat: Use the Temp modifier or Buffs for temporary bonus(es). Linguistics: %{selected|npc_linguistics} Note this doesn’t stack, but the sheet will keep the maximum bonus provided by the items. Reflex Saving Throw: %{selected|npc_reflex} Switching on the cog wheel shows the base calculation for the Concentration roll mod: Caster Level + Ability mod + Misc. To show the feat in chat, click its name. The ability to re-cast one spell of every spell level that you can cast means that you get as many leveled spells in total as a Specialist, but you're more limited in the number of individual spells that you can prepare. Unfortunately, none of the heritages look especially helpful. Master Spellcaster: Standard and essential for spellcasters. The only way to make this viable is to use a big weapon and to put Striking runes on it. To view the base modifier value, hover the standard modifier value. A custom NPC would require to enter the mechanical effects of its Feats in the various stats, if applicable. A useful way for GMs and Players to reference their character’s abilities is by dynamically setting up a handful of macros that can be used on a token linked to a character, rather than having to roll directly from the sheet. Knowledge Nature: %{selected|npc_knowledgenature} Clicking on the INIT label will roll initiative. Buff to “Ranged” will potentially affect Ranged and Ranged Touch attack spells (if applicable). You choose to be a specialist for two reasons: Focus spells, and an extra spell slot at each spell level. Information in the Configuration tab should be entered first. Knowledge History: %{selected|npc_knowledgehistory} Initiative. When rolling damage only, both “normal” (framed in green below ,always on the left of the icon) and critical damage (framed in red below, always on the right of the icon) will be rolled. Switching the COG on will show the detailed calculation and give access to Notes to detail temporary bonus and/or Fly and Other speed numbers, and to fields for handling permanent (Misc) and temporary (Temp) bonuses to Swim and Climb Speed. You get Skill Feats at even-numbered levels, giving you a total of 10 Skill Feats (and maybe another from your Background) by 20th level. This refresh should take between 250ms and 1+ second, depending on the number of attacks, spells and traits on the character. This updates the total modifiers and thus the derived stats (like AC, Skill check penalty or Spell Failure chances). The NPC’s spell-like abilities repeating section functions the same as the PC’s (see above for details). Disguise: %{selected|disguise} Concentration (Spell-like abilities): %{selected|npc_spelllike_concentration} DEX is the value of Maximum Dex Bonus to AC that this type of armor allows. The other conditions (Bleed, Confused, Dazed, Disabled, Dying, Helpless, Incorporeal, Nauseated, Paralyzed, Petrified, Stable, Staggered and Unconscious) have effects in the way the game plays, to be managed by the GM and players, but don’t have a direct mechanical effects on the character sheet stats & rolls. DEF is the Deflection bonus provided by the item. Last updated on October 22nd, 2018. Tip: use the various Misc modifiers, Temp modifiers, and Notes fields of the various stats of the sheet to record the mechanical effects of the Character’s Feats, if applicable. Repeating Weapons/Attacks, Attack 6: %{selected|repeating_attacks_$id_attack6} Click the + sign to add an attack then drop a weapon from the Compendium and/or enter the desired values. Lightning Reflexes: More saves is always great, but this is as high as you ever get. If you take Half-Elf you can easily take multiclass archetype feats for other spellcasting classes. : ranged_damage_bonus (ranged damage). Sec. Order in which you apply Buffs to the character may have an impact on the various stats, when using macro formulas. You can switch back at any time by unchecking this option in the Configuration subsection of the Options of NPC sheet (see below). This is a simple text field to record the Character’s potential special senses. This is a simple text field to record the Character’s items that you don’t want to detail by quantity and/or weight. Repeating Weapons/Attacks, Attack 7: %{selected|repeating_attacks_$id_attack7} The dropped item will be automatically added to the character in the appropriate section, without having to add an entry in the related section of the sheet. A Compendium button in the form of an “i” (info button) will appear either next to the item name or in the options section. Two of the Gnome's Heritages give you additional cantrips, but since they're innate spells they'll be Charisma-based, so look for utility options rather than offensive ones, especially from other spellcasting traditions which offer spells that the Wizard can't normally select. While this option isn't as defining as your Arcane School, it's a helpful extra ability which will remain useful at every level. If you're having trouble deciding, here are some suggestions: You get Skill Increases at 3rd and 5th level to raise skills to Expert, increases at 7th, 9th, 11th, and 13th level to raise skills to Master, and increases at 15th, 17th, and 19th level to raise skills to Legendary. Repeating Weapons/Attacks, Attack 5: %{selected|repeating_attacks_$id_attack5} This also accounts for the “Shield bonus added to Touch AC” option in the Configuration tab. Initial Proficiencies: The Wizard's proficiencies are terrible. Powerful, versatile, and thematically interesting, the Wizard goes out into the world to test their wits and their knowledge against whatever challenge the multiverse has to offer. Character optimization guide for the Pathfinder Sorcerer. But, if there is also a “+1 Alchemical to Strength”, the total bonus applied to Strength will be +5, adding (“stacking”) the different types of bonuses (+1 Alchemical and +4 Enhancement). Dropping spells will behave in various ways depending on the spell itself and the character: Note that, on drop, some dice expressions will be parsed in Damage and/or Description attributes of the spells and spell-like abilities, to automatically add inline rolling. An Intelligence boost is crucial, but since Free Ability Boosts are part of every Ancestry that's easy to accomplish. The Type of armor only has influence on the Character’s Speed calculations. The level is the sum of levels for each class. You're not carrying heavy equipment, and you're not wearing armor. From the Compendium, you can drag and drop weapons, armors, gear, and spells anywhere on the sheet. Enter a name, and modifiers (see “Buffable Stats” and “How to enter modifiers” below, for details). Creating a new PC character will open the sheet on the Configuration tab by default. Arcane School: See "Subclasses - Arcane School", below. The grayed out fields of Armor, Shield, Natural, Deflection, and Dodge display the bonuses from AC items added in the Additional tab. BAB beyond 5 (superior or equal to 6, 11, and 16) will be taken into account automatically for supplementary attacks (see Weapons/Attacks below). Add a spell by clicking on the “+” button to enter it manually. "skill" or "skills" will affect all skills. CMB: %{selected|cmb} Survival: %{selected|npc_survival} The Ability mod can be modified by switching on the cog wheel and changing the default relative ability. Track the Character’s wealth in Copper Pieces (CP), Silver Pieces (SP), Gold Pieces (GP), Platinum Pieces (PP) or Other valuables. You can left click to change the base score. This will determine if the AC bonus is added to the Armor bonus (with Light, Medium, Heavy and Misc) or to the Shield AC bonus (Shield). 1d6 [anything] per Caster Level ([anything] maximum 10d6), 1d6 [anything] per two Caster Levels ([anything] maximum 10d6), 1d8 [anything] + 1 [anything] per Caster Level ([anything] maximum +5), Dexterity: dexterity_bonus (dexterity, DEX), Constitution: constitution_bonus (constitution, CON), Intelligence: intelligence_bonus (intelligence, INT), Temporary Hits Points: hp_temp (Temp HP, temp hits points, temporary HP, temporary hit points), Initiative: initiative_bonus (initiative, INIT), Fortitude: fortitude_bonus (fortitude, fort, saves, saving throws), Reflex: reflex_bonus (reflex, ref, saves, saving throws), Will: will_bonus (will, saves, saving throws), Global Attack Mod.