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Character Sheet

Overview

This page allows you to enter information about your Pathfinder character, and automatcally handles keeping all of the calculations up to date.

Once you name your character it will automatically be saved for future use.

Main Sheet

Notes

Effects

The effect dialog allows you to define effects that may impact your character in a variety of ways. First, name this entry and describe it in the left (Description) panel, including providing a URL to source material, if desired. If there are a specific number of uses or acounter, record that here as well. The real power is in the Impact panel, though. This is where you define how the effect changes different aspects of your character. This is done by adding "impacts" to the effect. These are defined through Category / Subcategory pairs. For Melee or Ranged categories, you can select a weapon in the "Applies To" field. This restricts the impact of the buff to just that weapon.

Categories
  • AC: Armor Class
  • Ability: One of your core statistics (STR, DEX, etc.)
  • Action: Grants you access to an action you would not normally have (like casting a spell). No value is required.<./li>
  • Extra Attack: An extra attack (melee, ranged or both).
  • Melee: Melee attack or damage modifiers.
  • Perception: Bonuses to your perception score.
  • Ranged: Ranged attack or damage modifiers.
  • Save: Saving throws; any one individually, or all.
  • Skill Checks: Any individual skill, or all of them - including the ability to designate a skill as a class skill or usable untrained if it would not normally be.
  • Speed: Any individual movement speed category, or all of them.

Most values make sense to be numeric (for example a value of 1 on a SAVE:ALL pair would increase all your saves by 1). However, there are some special values that can be used:

Special Values
  • Any statistic (STR, DEX, CON, INT, WIS, CHA) can be used as a value. This will use the modifier associated with that statistic as the numeric portion of the value.
  • Your character level can be used as a value. This is done by inputting 'LEVEL:[Classname]' as the value, or 'LEVEL' for total character level.
  • Ability to use the 'current' value of a counter on a note or buff (to support grit/panache-dependent buffs). This can be done by specifying NOTE:[Shortdesc] or BUFF:[Shortdesc] where the Shortdesc text must exactly match the short description used of the note or effect.
  • BAB - your base attack bonus can be used as a value by specifying 'BAB' as the buff description.
  • X - to represent the current (unmodified) value of the variable being modified. For example, to indicate that Speed should be reduced by half, you could use the category:subcategory pair of Speed:All with a value of -(X/2)

But wait! There's more! Rudimentary math can be used with the special values. The special values will be replaced with their numeric equivalents, and then math will be performed on the result. So for example, if you have an effect that increases your damage by half your paladin level, the value could be expressed as LEVEL:[Paladin] / 2.
This can allow moderately complex structures. For example, if you have a feat or class ability which grants you an initiative bonus if you have some Panache points remaining, you can structure a NOTE with a counter to track panache, and then an EFFECT that references it. In the previous example, assuming you name your NOTE to track Panache "Panache", then defining an EFFECT value of 2 * (NOTE:[Panache] > 0) gives you a 2 bonus when your Panache counter is greater than zero, otherwise a 0 bonus.
Note that these values will always be added to the variable being modified. So to decrease something, make the modifier negative.

Weapons

The weapon form allows you to either define a weapon (left panel) or search for a weapon (right panel).

Define

Give your weapon a name or short description. (Without this, the weapon will not be recognized or saved.)

Enter details about the weapon, including how it is wielded, what kind of damage it does and what statistic will be used for the attack bonuses and damage bonuses.

Enter any enhancement bonus the weapon may have, what its damage is, range (if ranged) and information on how the weapon deals critical damage (in the form MIN-MAXxMULT - so for example, 19-20x2 means that a 19 or 20 is a critical threat, and a critical deals double damage).

Search

Enter any specifics about the kind of weapon you're interested in using, and hit the magnifying glass to start the search. A collection of weapons matching this description will be returned. Click on the arrow to the left of the row you want to select as your weapon. This will populate the definition panel on the left. You may modify the results of that definition in the definition panel before confirming.

Equipment

Spells

A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or ranger). A spell’s level can vary depending on your class. Always use the spell level applicable to your class.