Difference between revisions of "Star Wars Saga Edition Character Sheet"
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==See Also== | ==See Also== | ||
* [[Star Wars RPG | List of Star Wars RPGs on Roll20]] | * [[Star Wars RPG | List of Star Wars RPGs on Roll20]] | ||
− | |||
<br> | <br> | ||
− | [[Category:Character Sheet Documentation]] | + | [[Category:Character Sheet Documentation]] |
+ | [[Category:Star Wars]] |
Revision as of 22:29, 18 May 2019
The Star Wars Saga Edition sheet was created by Alicia G and was inspired by the sheet created by Mad Irishman. It has, however, been modified to better fit a web platform with revealable areas. The sheet contains separate sub-sheet sections for PC, NPC and Vehicle abilities, with one sub-sheet intended to be used at a time.
Contents |
FAQ
- Use the Force Skill is missing!
- Use the Force (UTF) is actually hidden by default with the rest of the Force related fields. At the bottom of the PC and NPC sheet is the option to reveal Force related abilities. Once shown you will find UtF, Force Powers, Techniques, Secrets and Regimens sections appear.
- The decision was made to have Force related fields hidden by default since they're related to a Feat which must be taken to gain access. As not all characters have access to the ability to make UTF skill rolls without the Feat Force Senstivity, it didn't make sense for all players to have access to the skill.
- I want to send you feedback, suggestions, or report a bug/error
- All of the above can be left in a multitude of ways. You can either post a response in the Roll20 Forum for the Character Sheet, send me (Alicia G) a PM, or file a report on GitHub under the forked repository. I do my best to respond as quickly as possible to any of the above, but real life (and day job) does tend to get in the way
PC Sheet
Header
The header section contains relevant character information such as:
- Classes
- Heroic level with Half Level automatically calculated if you want to include non-heroic levels, switch the sheet temporarily to the NPC sheet to apply non heroic levels. Non-heroic levels are included with the Half level bonus, but not for the Level bonus to Defenses
- Species
- Background found in Rebellion Era Source Book
- Destiny
- Gender
- Size Applies size modifiers to: Reflex, Stealth, Damage Threshold (DT), Carry Capacity and Grapple
Core Stats and Abilities
The Core section has all pertinet information a player would need at a glance during play.
- Attributes
- Hit Points (HP)
- Condition Track (CT)
- Threshold (DT) The option to have Threshold ignore the CT penalty to Fortitude is included, an ability provided by the Background: Crippled
- Damage Reduction (DR)
- Shield Rating (SR)
- Immune
- Force Points (FP) with Dice rating
- Destiny Points (DP)
- Base Attack Bonus (BAB)
- Movement Speed
- Dark Side Points (DSP)
- Perception
- Initiative For use with the Turn Order, the related token must be selected before rolling for the intended result.
- Grapple Remember to change the modifier to be your highest stat: Str or Dex
Defenses
This section includes everything needed to calculate a PCs defense scores.
- Level based on the Character Level entered in the header. When armor is used, the appropriate calcuations will be taken into account for Reflex/Flatfooted and Fortitude.
- Class
- Mod
- Misc bonus
Size modifier for Reflex is changed from the header dropdown and will be taken into account for Reflex and Flatfooted
Armor
The Armor section is hidden by default and can be revealed by clicking on the [show] link next to the name. It's used in tracking armor and related modifiers. There's a toggle to indicate whether the Armor is being worn, which will modify various calculations. The section includes inputs for:
- Armor Name with Armor Worn checkbox
- Armor Bonus to Reflex Defense
- Equipment Bonus to Fortitude Defense
- Max Dex Bonus To be applied to Reflex Defense when the modifier is selected in the Reflex Defense Mod drop down. This will automatically be taken into account when Dex attribute and the Max Armor Dex is adjusted.
- Speed
- Proficiency If not checked and the armor is worn then the related penalties will be applied to skills and only the Armor's Equipment Bonus will be added to Defenses
- Armor Def and Improved Armor Def For Armored Defense and Improved Armor Defense Talents. Provides the relevant calculations based on the factors involved in the descriptions to correctly calculate the Reflex and Fortitude Defenses
- Armor Type Determines the armor penalty when PC is not proficient in armor
- Helmet Package When Helmet Package is included: Normal profides +2 to Perception Misc automatically (will not overwrite any additional bonuses) and Superior provides +5 to Perception.
- Armor Notes Good place to put any modifications to the armor
Attacks
The Attacks section contains repeatable fields which allow you to add as many attack options as you wish. The caveat is that there is no one button which can be used within custom macros.
- Attacks include the following options:
- Weapon Name
- Weapon Type
- Base Attack Bonus Auto-calculated from previously entered field
- Attack modifier Includes Dex, Str, Cha and options to double it for two handed attacks.
- Attack Miscellaneous Modifiers
- Base Damage Normally the amount of damage the weapon does, but you can also put in other modifiers which remain constant as well, like -5 for autofire.
- Damage Modifier Set to none for Ranged attacks, but Melee is far game for the available options.
- Damage Miscellaneous Modifier
- Critical Info
- Range The range the weapon or PC crits on (default 20)
- Multiplier The amount by which the damage is multiplied when successfully crit
- Attack Notes This section appears with the attack roll. You can include such things as: Rapid Strike, Point Blank Shot, Double attack. It's meant to serve as a tooltip for the player and GM when making attack rolls to the chat.
- Weapon Notes This is a good place to track ammo, modifications, etc.
Skills
The skills sections lists all 25 skills (including the different knowledges) detailed in the Core Rulebook.
With a check box for Training (T) and Focus (F), and a drop down which includes every attribute each skill can be customized based on the Player's need.
For example, if a Force Sensitive character takes the Force Intuition talent, they can change the Mod type for Initiative to CHA from the DEX default and mimic their Use the Force skill.
A notes section can be revealed for each skill by clicking on the skill name. These notes will then appear with the Skill Check when rolled using the supplied button.
The Skill Total takes into account the following factors:
- Half Level
- Modifier As indicated by each Skill's drop down
- Training (T)
- Focus (F)
- Miscellaneous Modifiers Equipment bonuses and size modifiers should go here
- Conditions (CT)
When Rolled, a prompt will appear asking for any Other Modifiers.
Options and Actions
Drawn from the inspiration of the Stat Block located in the books, this section hosts areas to store encounter based abilities (Talents and Feats).
- Attack Options
- Combat related abilities such as Careful Shot, Double Attack, Point Blank Shot, Rapid Shot; this area hosts those abilities relating directly to one's attack and damage rolls.
- Special Actions
- Encounter related abilities such as Equilibrium, Born Leader, Adept Negotiator; these abilities affect encounters in some way, but aren't necessarily related to ones attack or damage rolls.
The following are revealable sections which are useful to have near the top for quick reference. A button for the related skill has been included for quick use.
- Force Powers
- Starship Maneuvers
Equipment and Resources
Equipment sections handles personal equipment using repeatable inputs. It has auto-calculating fields for calculating weight depending on whether the item is being carried and cost of for quantity of items.
The totals can be found for Total Worth next to Credits and the Total Weight under the Encumbrance section.
There's also areas to list:
- Languages
- Special Qualities Good place to put any racial information, Prestige class bonuses, etc
- Feats
- Talents
And revealable sections for:
- Droid Systems
- Force Secrets
- Force Techniques
- Force Regimens
Last but not least:
- Notes
Roll Templates
Saga Default
&{template:sagadefault} {{header=}}} {{subheader=}} {{custom=}}
Key | Description | Example |
---|---|---|
header | Main Title | {{header=This is a title}}
|
subheader | Secondary Title | {{subheader=This is the subheader}}
|
custom | Custom can be replaced with any value you wish and you can add as many 'custom' fields as you wish. | {{Notes=This is a notes section}}
|
Example
Following example whispers a message to the player of the controlling token with the current status of their character. Since they have to be able to select the token, they can't request the information of a token/sheet they don't control. Additionally in the macro, I added another whisper to let myself, the GM, know when a character requested their status. More so I know if the macro is actually used.
/w @{selected|character_name} &{template:sagadefault} {{header=Status for @{selected|character_name}}} {{Defenses=Ref [[@{selected|Reflex}]] ([[@{selected|ReflexFlatFooted}]]), Fort [[@{selected|Fortitude}]], Will [[@{selected|Will}]]}}{{HP=@{selected|HP}/@{selected|HP|max}; **CT** @{selected|CT}; **DT** [[@{selected|DT}]]}} {{DR=@{selected|DR}; **SR** @{selected|SR}/@{selected|SR|max};}}
/w gm @{selected|character_name} requested status
Suite Results
An advanced feature was included for use with abilities such as Force Powers and Starship maneuvers which use DCs. The end result will show the Roll with the rewarded DC ability.
Key | Description | Example |
---|---|---|
header | Main Title | {{header=Move Object [Telekinetic]}}
|
subheader | Secondary Title | {{subheader=Use the Force v. Will if object resist; Hurl or drop object v. target's Ref Def, both take damage;}}
|
type | Tells the template that you're using the advanced feature. The text will appear when a 20 is rolled to remind the user the suite is refreshed. Recommend using "power" or "maneuver" | {{type=power}}
|
skillname | The pretty text for the skill used for the roll | {{skillname=Use the Force}}
|
skillcheck | Skillcheck information, recommend using an inline roll | {{skillcheck=[[1d20+@{UsetheForce}+?{Other Modifiers|0}[Other]]]}} or {{skillcheck=%{selected|UsetheForceCheck}}}
|
less# | Replace # with the lowest DC. Available for 10-30, multiples of 5 | {{less15=Nothing happens!}}
|
more# | Replace # with the highest DC. Available for 20-40, multiples of 5 | {{more35=Move up to colossal object, [[10d6]] damage}}
|
10 - 35 | Starting with the number you assigned for Less up to a step below More, assign the other DCs, Available for 10-35, multiples of 5 | {{15=Move up to medium object, [[2d6]] damage}}
|
&{template:sagadefault} {{header=Move Object [Telekinetic]}} {{subheader=Use the Force v. Will if object resist; Hurl or drop object v. target's Ref Def, both take damage;}} {{type=power}} {{skillname=Use the Force}} {{skillcheck=[[1d20+@{UsetheForce}+?{Other Modifiers|0}[Other]]]}} {{less15=Nothing happens!}} {{more35=Move up to colossal object, [[10d6]] damage}} {{15=Move up to medium object, [[2d6]] damage}} {{20=Move up to large object, [[4d6]] damage}} {{25=Move up to huge object, [[6d6]] damage}} {{30=Move up to gargantuan object, [[8d6]] damage}} {{Note=Moving a hovering or flying target opposes Use the Force with a grapple check}} {{Force Point= to increase max size of object one category and +[[2d6]] dam (max 12d6)}} {{Destiny Point= to increase max size three categories and +[[6d6]] dam (max 16d6)}} {{Unleashed= if you hurl an object into another object multiply damage by 2}}
Skills / Attributes
&{template:skill} {{name=}} {{skill=}} {{notes=}} {{crewname=}}
- name Skill Name
- skill Dice Roll values
- notes Skill notes
- crewname Indicates which crew member is rolling from a vehicle sheet
Example
&{template:skill} {{name=Deception}} {{skill=[[1d20+@{Deception}+?{Other Modifiers|0}]]}} {{crewname=@{vehicle-CrewName} in @{character_name}}}
Attacks
&{template:attack} {{name=}}} {{type=}} {{attack=}} {{damage=}} {{dmgcrit=}} {{atkaeffect=}}
Key | Description | Example |
---|---|---|
name | Weapon Name | {{name=@{WeaponName}}}
|
type | Weapon type (optional) | {{type=@{WeaponName|max}}}
|
attack | Attack Roll | {{attack=[[1d20cs>@{WeaponCrit} + @{BAB} + @{attackMod} + @{attackModMisc} +@{CT} + ?{Other Modifiers (Attack)|0}]]}}
|
damage | Damage Roll | {{damage=[[@{damage} + @{damageMod} + @{damageMisc}]]}}
|
dmgcrit | Damage crit (Optional; From first attack roll) | {{dmgcrit=[[(@{damage} + @{damageMod} + @{damageMisc})+?{Other Modifiers (Damage)|0}]]*@{WeaponCrit|max}]]}}
|
atkeffect | Attack Notes (optional) | {{atkaeffect=@{WeaponNotes|max}}}
|
custom | Custom can be replaced with any value you wish and you can add as many 'custom' fields as you wish. | {{Weapon Notes=@{WeaponNotes}}}
|
Examples
Note: If following formulas are used outside of the attack repeating section, all values will need to be changed due to the current limitations. See PC Attack Repeating Section or NPC Attack Repeating Section
&{template:attack} {{name=@{WeaponName}}} {{type=@{WeaponName|max}}} {{attack=[[1d20cs>@{WeaponCrit} + @{BAB} + @{attackMod} + @{attackModMisc} +@{CT} + ?{Other Modifiers (Attack)|0}]]}} {{atkaeffect=@{WeaponNotes|max}}} {{damage=[[@{damage} + @{damageMod} + @{damageMisc}]]}} {{dmgcrit=[[(@{damage} + @{damageMod} + @{damageMisc})+?{Other Modifiers (Damage)|0}]]*@{WeaponCrit|max}]]}}
Dual Attack (different Weapons)
Note: dmgcrit is not used as only the first Attack roll is used. Meaning if 2nd weapon is a crit then no crit damage is rolled.
Damage Roll Formula changed for when the weapon damage is different for each weapon
@{damageTotal|max}
Removed @{damage} +
. The Damage input field (weapon base damage) can be left blank
Template Formula
&{template:attack} {{name=@{WeaponName}}} {{type=@{WeaponName|max}}} {{atkeffect= @{WeaponNotes|max}}} {{Deathhammer=[[@{WeaponAttack}+1[Tech Specialist Attack]]]; [[3d8+ @{WeaponDamage}]] damage}} {{Blas Tech=[[@{WeaponAttack}]]; [[4d6+ @{WeaponDamage}+2[Tech Specialist Damage]+4[Pulse Charger]]] damage}}
Notice that the weapon's base damage is set in the roll template rather than using the Weapon Damage input field on the sheet. Include any unique modifiers which affect individual weapons to the Roll Template (for example the Tech Specialist updrades). Anything which affects both weapons could be included in the Damage or Attack Roll Formulas
Double / Dual Attack (same Weapon)
Note: dmgcrit is not used as only the first Attack roll is used. Meaning if 2nd attack is a crit then no crit damage is rolled.
Template Formula
&{template:attack} {{name=@{WeaponName}}} {{type=@{WeaponName|max}}} {{atkeffect=@{WeaponNotes|max}}} {{attack=[[@{WeaponAttack}]] / [[@{WeaponAttack}]]}} {{damage=[[@{WeaponDamage}]] / [[@{WeaponDamage}]]}}
Useful Rolls
Rolling Stats
The following allows the rolling of stats using the rules of roll 4d6 keeping highest 3 and re-rolling 1s once.
&{template:sagadefault} {{header=?{Character Name}}} {{Attribute 1=[[4d6ro1k3]]}} {{Attribute 2=[[4d6ro1k3]]}} {{Attribute 3=[[4d6ro1k3]]}} {{Attribute 4=[[4d6ro1k3]]}} {{Attribute 5=[[4d6ro1k3]]}} {{Attribute 6=[[4d6ro1k3]]}}
Send Character Status from Token
Following example whispers a message to the player of the controlling token with the current status of their character. Since they have to be able to select the token, they can't request the information of a token/sheet they don't control. Additionally in the macro, I added another whisper to let myself, the GM, know when a character requested their status. More so I know if the macro is actually used.
/w @{selected|character_name} &{template:sagadefault} {{header=Status for @{selected|character_name}}} {{Defenses=Ref [[@{selected|Reflex}]] ([[@{selected|ReflexFlatFooted}]]), Fort [[@{selected|Fortitude}]], Will [[@{selected|Will}]]}}{{HP=@{selected|HP}/@{selected|HP|max}; **CT** @{selected|CT}; **DT** [[@{selected|DT}]]}} {{DR=@{selected|DR}; **SR** @{selected|SR}/@{selected|SR|max};}}
/w gm @{selected|character_name} requested status
Change Log
For the most recent version of the Sheet, see the Fork on GitHub
Please note: while I have a change listed on here, until the pull request has been merged it will not be live when using the drop down option. You can check the status by clicking on the related Pull Request link listed with the change. If the ticket says open then the change has not gone into effect. To get the update immediately, as a Pro subscriber you can use the Custom sheet option and use the GitHub fork linked above.
October 10, 2016 Pull Request #950
- Attacks collapse to vital info
- Character Perception shortcut - removed extra } in roll
- Vehicle Pilot - removed extra } in roll
- Started adding code for Translation - WIP
December 28, 2015 Pull Request #1267
- Inventory repeating section was interfering with editing of Credits and Experience
- Moved the Equipment Totals to the right hand side under the Credits and Encumbrance sections
December 07, 2015 Pull Request #1183
- Size Modifier is linked to the size drop down in the header (PC and Vehicle tabs). It will change bonsues to DT, Fort, Reflex, Grapple, Stealth and carry capacity.
- Armor got a bit rehashed with new toggles and dropdowns to help ease tracking of differnt variables. There's also a toggle to take off and put on the armor, removing/adding the bonuses based on what's been toggled.
- Applying the Armor Penalty to skills and attacks when not proficient
- Automatically changing the Dex mod for Reflex based on the armor's Max Dex, which will be toggled whether the armor is being worn.
- Equipment was rehashed with new fields to allow better management. Total fields will calculate per row the cost and weight based on quantity. Carry toggle allows users to indicate whether the item is being carried and apply against the Total Equipment Weight in regards to Capacity
- Armor Weight is now included for the Total Weight and can be toggled whether it's carried
- Toggling Armor Worn will automatically force the Carry toggle. That means right now that if the character isn't wearing armor, but still wants to carry it, "Carry" must be manually toggled.
- Meeting or Exceeding Weight Capacity for equipment will automatically toggle heavy load
- Heavy Load penalty applies to relevant skills when toggled (will be automatically toggled when Equipment Wt meets/exceeds capacity). It is not reducing Speed at this time.
September 24, 2015 Pull Request #1073
- Added a lift Carrying Capacity and moved the Equipment Carry Capacity next to the equipment total field.
- Fixed the NPC Grapple roll formatting
July 20, 2015 Pull Request #946
- Added decimal modifier for Turn Order Initiative
- Knowledge (Galactic Lore) mod fixed (was STR now default is INT)
- Switched the skill formula text areas to be inputs. This will allow users to delete the related Ability and return the formula to default more easily.
- Updated style for dropdowns to match inputs
- Switch around the value names of the Attack Total and Damage Totals so that the complete formula would appear in rolls.
- related Total| max is now the auto calculated field showing the total of what's in the formula. Where related Total field is the customizable formula.
July 8, 2015 Pull Request #922
- Attack template updated to allow for custom keys and values to appear before atkeffect
- Expanded SagaDefault Roll Template for use with DC abilities such as Maneuvers and Force Powers.
- Attacks and Skill sections now include the advanced ability to modify the calculations and the Roll Template
- Updated NPC sheet to more closely mimic the layout of the PC sheet
- Various cosmetic changes including the inline dice output for roll templates, Minimum sized tables
June 24, 2015 Pull Request #897
- Hid the checkbox which show/hid the Skill Notes on PC sheet. Now click the skill name to make the section appear
- Train and Focus header has been abbreviated to T and F to make room for the skill name column. That little bit of room allows all the columns to line up correctly and nicely.
- Forced a minimum width on all 2 column headers and tables.
- Use the Force skill notes weren't hiding if the Force sections were toggled to hidden
June 22, 2015 Pull Request #896
- PC rolls will now include descriptors
- Added show/hide sections for Force users, droids, Armor and for Starship maneuvers on PC sheet.
- Added a new field for Immunity, Gender and Size
- Each skill on the PC sheet now has a notes section which can be shown/hidden using the check box next to the skill name.
- PC Statblock template with buttons to send to Chat, to GM, or to Self.
- Added to the PC Reflex Mod drop down option to use the Max Dex from armor
- The PC Defense Level/Armor field was converted to an autocalc field and now there's a fillable text field to put in the formula. So now you can put in the relevant calculation for that field
- For example someone with Improved Armored Defense could put in: @{level}+[[floor(@{armorref}/2)]] Using floor rounds the armorRef/2 down for correct calculation
- Various cosmetic changes to make the additions look nice.
- New Roll Template "SagaDefault" which allows custom keys and values to be used.
June 8, 2015 Pull Request #883
- Removed Origin input and instead used the space to make Class input longer.
- Moved the BAB input
- Added Dark Side Points input
- Nested the Attribute and level formula into the inline rolls so they'll no longer show as floor(blah blah).
- Removed the Total Force Point field and replaced it with Force Point dice.
- Added built in button to roll Force Points using the newly re-designated Force Point field
- On the NPC sheet you can now separate Non Heroic and Heroic levels which will make faster entry of calculations for NPCs.
- The total levels still takes into account all levels for assigning Attack and Skill bonuses, but Non-Heroic Levels won't be counted for Defenses.
March 19, 2015 Pull Request #715
- Turn order initiative roller was found to be using Perception total instead of Initiative total
- NPC Turn order wasn't formatted with the new Roll Templates
- Critical Info is now per weapon/attack
- Crit Info will appear on Vehicle sheet
March 12, 2015 Pull Request #679
- Fixed detrimental error which caused the rolls to not appear in the chat
- Changed source of image away from Galactic Campaigns as their hosting is up in September
- Adjusted CSS for text alignment for skill rolls (Rolls will be centered, but following rows will have a left alignment)
- The Notes and Crew text wasn't being bolded in the Skill rolls
- Changed color scheme to match the sheet
- Forced max size
March 10, 2015 Pull Request #671
- Initial Roll Template release
- fixed an issue where the PC skill Trained and Focus columns weren't lining up
- Added fields for Critical starting range and critical multiplier. Right now it is used for all Attacks.
- Added CT to Attribute rolls on all tabs.
- Made sure that Attack and Damage Other modifier prompt was appearing on PC and NPC tabs
- Other Modifier (damage) will be added to the crit AFTER the damage roll is multiplied
November 24, 2014 Pull Request #503
- Attack CT on NPC sheet was calculating with double negatives causing the calculation to not complete
- Deception on PC sheet was defaulted to DEX mod not CHA
November 8, 2014 Pull Request #484
- Fixed issue where CT, DT, Grapple, Reflex, Fort and Will were being confused between the NPC and PC tab and weren't being calculated correctly.
October 9, 2014 Pull Request #458
- Was still missing the " for the Deception skill on PC sheet
August 15, 2014 Pull Request #405
- Fixed issue with missing " in code for Climb and Deception skills on PC sheet
July 28, 2014 Pull Request #376
- Fixed CT miscalculation for NPC sheet
July 20, 2014 Pull Request #376
- Changed the formatting of Skill inputs
- Fixed issue with the NPC Skill Repeating section roll not recognizing the attribute for Skill Name.
July 8, 2014 Pull Request #356
- Re-hauled NPC sheet to match PC sheet values. To make them almost backwards compatible.
- Those using old version NPC sheet will need to go through the Attributes page and change any values with 'npc-' to exclude that.
- Skills now have a drop down for the modifier instead of assuming all characters will use the default.
- Now Force users who substitute the skill with Use the Force can set up the Skill with the correct totals.
July 4, 2014 Pull Request #356
- Added Dropdown to choose the Defense used for Damage Threshold for PCs and NPCs
- Included total previews for skills section, quick skills and attacks in the event calculations are used. Preview with npc-CT.
- More CSS and cosmetic fixes.
July 3, 2014 Pull Request #356
- Fixed formatting issue with some Mod boxes being too wide
June 23, 2014
- Included a tab for NPCs. Includes very limited auto-calculations as it's meant to be a shortcut to just adding an NPC.
- There is however the capability to add very basic calculations. For Attacks, Damage and Skills.
June 20, 2014
- Fixed the quick Perception and Initiative rolls
- Added a prompt to all rolls for those last minute adjustmentsIncluded a tab for Vehicles.
- This was originally meant to use stand alone. The vehicle would have it's own sheet, but could be used as an addition to a PC/NPC.
- The prefix "vehicle-" must be used to reference Vehicle Attributes
May 15, 2014
- Made XP, Credits and Carrying Wt text fields for more diverse inputs
- Included tooltip titles for inputs
- Created Size modifier drop down for Reflex and Carrying Capacity
May 7, 2014
- Adjusted field size for Equipment weight, carrying capacity, XP & Max.
- Added calculations for Grapple with rollAdded calculations for Reflex flat-footed
- Damage field changed to text input
- Fixed Attack roll button to correctly create new lines using ASCII code. Included descriptive text.
Advanced Usage
When using in macros, you will need to include the Character's name in the Attribute call, ie @{char name|str|max}
. Alternatively you can create your macros using the @{target|str|max}
or @{selected|str|max}
options.
Attributes
- level @{level}
- Half Level @{level|max}
- Hit Points @{hp} and @{hp|max}
- Damage Reduction @{DR}
- Shield Rating @{SR} and @{SR|max}
- Base Attack bonus @{BAB}
Ability Scores
- Strength @{str}
- Constitution @{con}
- Dexterity @{dex}
- Intelligence @{int}
- Wisdom @{wis}
- Charisma @{cha}
- Ability modifiers @{___|max} ie @{str|max}
PC Specific
- Reflex @{Reflex}
- Flat Footed Reflex @{ReflexFlatFooted}
- Fortitude @{Fortitude}
- Will @{Will}
- Condition Track Penalty @{CT}
- Damage Threshold @{DT}
- Grapple Total @{Grapple}
- Critical Range@{WeaponCrit} (enter starting value, ie if 17-20, enter 17)
- Critical Multiplier @{WeaponCrit|max}
PC Skill Totals
- Includes CT penalty
- Acrobatics @{Acrobatics}
- Climb @{Climb}
- Deception @{Deception}
- Endurance @{Endurance}
- Gather Information @{GatherInformation}
- Initiative @{Initiative}
- Jump @{Jump}
- Knowledge (Bureaucracy) @{Knowledge-Bureaucracy}
- Knowledge (Galactic Lore) @{Knowldge-GalacticLore}
- Knowledge (Life Sciences) @{Knowledge-LifeSciences}
- Knowledge (Physical Science) @{Knowledge-PhysicalScience}
- Knowledge (Social Science) @{Knowledge-SocialScience}
- Knowledge (Tactics) @{Knowledge-Tactics}
- Knowledge (Technology) @{Knowledge-Technology}
- Mechanics @{Mechanics}
- Perception @{Perception}
- Persuasion @{Persuasion}
- Pilot @{Pilot}
- Ride @{Ride}
- Stealth @{Stealth}
- Survival @{Survival}
- Swim @{Swim}
- Treat Injury @{TreatInjury}
- Use Computer @{UseComputer}
- Use Force @{UseForce}
- Astrogate @{Astrogate}
- Craft @{Craft}
PC Attack Repeating Section
- Replace x with the row number
- Weapon Name @{repeating_attack_X_WeaponName}
- Weapon Type @{repeating_attack_X_WeaponName|max}
- Attack Mod @{repeating_attack_X_attackMod}
- Attack Misc Mod @{repeating_attack_X_attackModMisc}
- Base Damage @{repeating_attack_X_damage}
- Damage Mod @{repeating_attack_X_damageMod}
- Damage Misc Mod @{repeating_attack_X_damageMisc}
- Attack Notes @{repeating_attack_X_WeaponNotes|max}
- Weapon Notes @{repeating_attack_X_WeaponNotes}
- Repeating Skills Replace X with the row number
- Name @{repeating_NPC-Skill_X_Skill}
- Total @{repeating_NPC-Skill_X_SkillTotal}
- Formula @{repeating_NPC-Skill_X_Skill|max}
- Notes @{repeating_NPC-Skill_X_SkillNotes}
NPC Specific
- Reflex @{NPC-Reflex}
- Flat Footed Reflex @{NPC-ReflexFlatFooted}
- Fortitude @{NPC-Fortitude}
- Will @{NPC-Will}
- Condition Track Penalty @{NPC-CT}
- Damage Threshold @{NPC-DT}
- Grapple Total @{NPC-Grapple}
- Critical Range@{WeaponCrit} (enter starting value, ie if 17-20, enter 17)
- Critical Multiplier @{WeaponCrit|max}
NPC Skill Totals
- Includes CT penalty
- Initiative @{Initiative}
- Perception @{Perception}
- Repeating Skills Replace X with the row number
- Name @{repeating_NPC-Skill_X_Skill}
- Total @{repeating_NPC-Skill_X_SkillTotal}
- Formula @{repeating_NPC-Skill_X_Skill|max}
- Notes @{repeating_NPC-Skill_X_SkillNotes}
NPC Attack Repeating Section
- Replace X with the row number
- Weapon Name @{repeating_npc-attack_X_WeaponName}
- Weapon Type @{repeating_npc-attack_X_WeaponName|max}
- Attack @{repeating_npc-attack_X_attack}
- Damage @{repeating_npc-attack_X_damage}
- Attack Notes @{repeating_npc-attack_X_WeaponNotes|max}
- Weapon Notes @{repeating_npc-attack_X_WeaponNotes}
Rolls
To use in macros the character name must be included. All checks will be inline: Roll Name [[1d20 + Total + ?{Other Modifier|0}]]. If you want to customize the roll output use the attributes to create Ability/Macros. It is advised to put the roll itself [[inline]] or you will get the full math formula displayed.
PC Specific
- Abilities ie. %{strCheck}
- Skills ie. %{AcrobaticsCheck} or %{Knowledge-GalacticLoreCheck}
- Initiative (Turn Order) %{InitiativeTurn} The token must be selected for this to work correctly
- Grapple %{GrappleCheck}
- Attack Repeating Section %{repeating_attack_X_WeaponCheck} replace x with row number. As of this time, rolls cannot be accessed.
NPC Specific
- Abilities ie. %{NPC-strCheck}
- Skills ie. %{NPC-PerceptionCheck} or %{NPC-InitiativeCheck}
- Initiative (Turn Order) %{NPC-InitiativeTurn} The token must be selected for this to work correctly
- Grapple %{NPC-GrappleCheck}
- Attack Repeating Section %{repeating_npc-attack_X_WeaponCheck} replace x with row number. As of this time, rolls cannot be accessed.
- Skills Repeating Section %{repeating_npc-skill_X_SkillCheck} replace x with row number. As of this time, rolls cannot be accessed.
See Also