Difference between revisions of "DnD4e Character Sheet"
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===Auto-Calculated and Hidden Attributes=== | ===Auto-Calculated and Hidden Attributes=== | ||
− | + | <span style="color: #CC0000;">'''Hidden in the Header Section'''</span> | |
− | :'''Half Level:'''<code>@{halflevel}</code> value | + | :'''Half Level:'''<code>@{halflevel}</code> '''value:'''<code>floor(@{level}/2)</code> |
− | :'''HP Bloodied:'''<code>@{hp-bloodied}</code> value | + | ---- |
− | :'''Surge Value'''<code>@{surge-value}</code> value | + | <span style="color: #CC0000;">'''Hidden in the Hit Points Section'''</span> |
− | :'''AC'''<code>@{ac}</code> value | + | :'''HP Bloodied:'''<code>@{hp-bloodied}</code> '''value:'''<code>floor(@{hp<nowiki>|</nowiki>max}/2)</code> |
− | :'''AC + 10'''<code>@{ac-ten}</code> value | + | :'''Surge Value'''<code>@{surge-value}</code> '''value:'''<code>floor(@{hp<nowiki>|</nowiki>max}/4)+@{surge-value-bonus}</code> |
− | :'''Fortitude'''<code>@{fort}</code> value | + | ---- |
− | :'''Fort + 10'''<code>@{fort-ten}</code> value | + | <span style="color: #CC0000;">'''Hidden in the Defenses Section'''</span> |
− | :'''Reflex'''<code>@{ref}</code> value | + | :'''AC'''<code>@{ac}</code> '''value:'''<code>@{ac-ten}+@{ac-ability}+@{ac-armor}+@{ac-class}+@{ac-feat}+@{ac-enh}+@{ac-misc}+@{ac-misc2}</code> |
− | :'''Ref + 10'''<code>@{ref-ten}</code> value | + | :'''AC + 10'''<code>@{ac-ten}</code> '''value:'''<code>10+@{halflevel}</code> |
− | :'''Will'''<code>@{will}</code> value | + | :'''Fortitude'''<code>@{fort}</code> '''value:'''<code>@{fort-ten}+@{fort-ability}+@{fort-armor}+@{fort-class}+@{fort-feat}+@{fort-enh}+@{fort-misc}+@{fort-misc2}</code> |
− | :'''Will + 10'''<code>@{will-ten}</code> value | + | :'''Fort + 10'''<code>@{fort-ten}</code> '''value:'''<code>10+@{halflevel}</code> |
− | :'''Init Dexterity'''<code>@{init-dexterity}</code> value | + | :'''Reflex'''<code>@{ref}</code> '''value:'''<code>@{ref-ten}+@{ref-ability}+@{ref-armor}+@{ref-class}+@{ref-feat}+@{ref-enh}+@{ref-misc}+@{ref-misc2}</code> |
− | :'''Initiative'''<code>@{initiative}</code> value | + | :'''Ref + 10'''<code>@{ref-ten}</code> '''value:'''<code>10+@{halflevel}</code> |
− | :'''Strength Mod'''<code>@{strength-mod}</code> value | + | :'''Will'''<code>@{will}</code> '''value:'''<code>@{will-ten}+@{will-ability}+@{will-armor}+@{will-class}+@{will-feat}+@{will-enh}+@{will-misc}+@{will-misc2}</code> |
− | :'''Strength Mod Level'''<code>@{strength-mod-level}</code> value | + | :'''Will + 10'''<code>@{will-ten}</code> '''value:'''<code>10+@{halflevel}</code> |
− | :'''Constitution Mod'''<code>@{constitution-mod}</code> value | + | ---- |
− | :'''Constitution Mod Level'''<code>@{constitution-mod-level}</code> value | + | <span style="color: #CC0000;">'''Hidden in the Initiative Section'''</span> |
− | :'''Dexterity Mod'''<code>@{dexterity-mod}</code> value | + | :'''Init Dexterity'''<code>@{init-dexterity}</code> '''value:'''<code> @{init-highest}+@{halflevel}</code> |
− | :'''Dexterity Mod Level'''<code>@{dexterity-mod-level}</code> value | + | :''This actually uses the Initiative Highest from the Settings Tab even though it is labeled <code>@{init-dexterity}</code>'' |
− | :'''Intelligence Mod'''<code>@{intelligence-mod}</code> value | + | :'''Initiative'''<code>@{initiative}</code> '''value:'''<code>@{init-dexterity}+@{init-feat}+@{init-item}+@{init-misc}</code> |
− | :'''Intelligence Mod Level'''<code>@{intelligence-mod-level}</code> value | + | ---- |
− | :'''Wisdom Mod'''<code>@{wisdom-mod}</code> value | + | <span style="color: #CC0000;">'''Hidden in the Abilities Section'''</span> |
− | :'''Wisdom Mod Level'''<code>@{wisdom-mod-level}</code> value | + | :'''Strength Mod'''<code>@{strength-mod}</code> '''value:'''<code>floor((@{strength}-10)/2)</code> |
− | :'''Charisma Mod'''<code>@{charisma-mod}</code> value | + | :'''Strength Mod Level'''<code>@{strength-mod-level}</code> '''value:'''<code>@{strength-mod}+@{halflevel}</code> |
− | :'''Charisma Mod Level'''<code>@{charisma-mod-level}</code> value | + | :'''Constitution Mod'''<code>@{constitution-mod}</code> '''value:'''<code>floor((@{constitution}-10)/2)</code> |
− | :'''Acrobatics'''<code>@{acrobatics}</code> value | + | :'''Constitution Mod Level'''<code>@{constitution-mod-level}</code> '''value:'''<code>@{constitution-mod}+@{halflevel}</code> |
− | :'''Arcana'''<code>@{arcana}</code> value | + | :'''Dexterity Mod'''<code>@{dexterity-mod}</code> '''value:'''<code>floor((@{dexterity}-10)/2)</code> |
− | :'''Athletics'''<code>@{athletics}</code> value | + | :'''Dexterity Mod Level'''<code>@{dexterity-mod-level}</code> '''value:'''<code>@{dexterity-mod}+@{halflevel}</code> |
− | :'''Bluff'''<code>@{bluff}</code> value | + | :'''Intelligence Mod'''<code>@{intelligence-mod}</code> '''value:'''<code>floor((@{intelligence}-10)/2)</code> |
− | :'''Diplomacy'''<code>@{diplomacy}</code> value | + | :'''Intelligence Mod Level'''<code>@{intelligence-mod-level}</code> '''value:'''<code>@{intelligence-mod}+@{halflevel}</code> |
− | :'''Dungeoneering'''<code>@{dungeoneering}</code> value | + | :'''Wisdom Mod'''<code>@{wisdom-mod}</code> '''value:'''<code>floor((@{wisdom}-10)/2)</code> |
− | :'''Endurance'''<code>@{endurance}</code> value | + | :'''Wisdom Mod Level'''<code>@{wisdom-mod-level}</code> '''value:'''<code>@{wisdom-mod}+@{halflevel}</code> |
− | :'''Heal'''<code>@{heal}</code> value | + | :'''Charisma Mod'''<code>@{charisma-mod}</code> '''value:'''<code>floor((@{charisma}-10)/2)</code> |
− | :'''History'''<code>@{history}</code> value | + | :'''Charisma Mod Level'''<code>@{charisma-mod-level}</code> '''value:'''<code>@{charisma-mod}+@{halflevel}</code> |
− | :'''Insight'''<code>@{insight}</code> value | + | ---- |
− | :'''Intimidate'''<code>@{intimidate}</code> value | + | <span style="color: #CC0000;">'''Hidden in the Skills Section'''</span> |
− | :'''Nature'''<code>@{nature}</code> value | + | :'''Acrobatics'''<code>@{acrobatics}</code> '''value:'''<code>(@{dexterity-mod-level}+@{acrobatics-trained}*5)+@{acrobatics-pen}+@{acrobatics-misc}</code> |
− | :'''Perception'''<code>@{perception}</code> value | + | :'''Arcana'''<code>@{arcana}</code> '''value:'''<code>(@{intelligence-mod-level}+@{arcana-trained}*5)+@{arcana-pen}+@{arcana-misc}</code> |
− | :'''Religion'''<code>@{religion}</code> value | + | :'''Athletics'''<code>@{athletics}</code> '''value:'''<code>(@{strength-mod-level}+@{athletics-trained}*5)+@{athletics-pen}+@{athletics-misc}</code> |
− | :'''Stealth'''<code>@{stealth}</code> value | + | :'''Bluff'''<code>@{bluff}</code> '''value:'''<code>(@{charisma-mod-level}+@{bluff-trained}*5)+@{bluff-pen}+@{bluff-misc}</code> |
− | :'''Streetwise'''<code>@{streetwise}</code> value | + | :'''Diplomacy'''<code>@{diplomacy}</code> '''value:'''<code>(@{charisma-mod-level}+@{diplomacy-trained}*5)+@{diplomacy-pen}+@{diplomacy-misc}</code> |
− | :'''Thievery'''<code>@{thievery}</code> value | + | :'''Dungeoneering'''<code>@{dungeoneering}</code> '''value:'''<code>(@{wisdom-mod-level}+@{dungeoneering-trained}*5)+@{dungeoneering-pen}+@{dunge:oneering-misc}</code> |
− | :'''Passive Insight'''<code>@{passive-insight}</code> value | + | :'''Endurance'''<code>@{endurance}</code> '''value:'''<code>(@{constitution-mod-level}+@{endurance-trained}*5)+@{endurance-pen}+@{endurance-misc}</code> |
− | :'''Passive Insight Mod'''<code>@{passive-insight-mod}</code> value | + | :'''Heal'''<code>@{heal}</code> '''value:'''<code>(@{wisdom-mod-level}+@{heal-trained}*5)+@{heal-pen}+@{heal-misc}</code> |
− | :'''Passive Perception'''<code>@{passive-perception}</code> value | + | :'''History'''<code>@{history}</code> '''value:'''<code>(@{intelligence-mod-level}+@{history-trained}*5)+@{history-pen}+@{history-misc}</code> |
+ | :'''Insight'''<code>@{insight}</code> '''value:'''<code>(@{wisdom-mod-level}+@{insight-trained}*5)+@{insight-pen}+@{insight-misc}</code> | ||
+ | :'''Intimidate'''<code>@{intimidate}</code> '''value:'''<code>(@{charisma-mod-level}+@{intimidate-trained}*5)+@{intimidate-pen}+@{intimidate-misc}</code> | ||
+ | :'''Nature'''<code>@{nature}</code> '''value:'''<code>(@{wisdom-mod-level}+@{nature-trained}*5)+@{nature-pen}+@{nature-misc}</code> | ||
+ | :'''Perception'''<code>@{perception}</code> '''value:'''<code>(@{wisdom-mod-level}+@{perception-trained}*5)+@{perception-pen}+@{perception-misc}</code> | ||
+ | :'''Religion'''<code>@{religion}</code> '''value:'''<code>(@{intelligence-mod-level}+@{religion-trained}*5)+@{religion-pen}+@{religion-misc}</code> | ||
+ | :'''Stealth'''<code>@{stealth}</code> '''value:'''<code>(@{dexterity-mod-level}+@{stealth-trained}*5)+@{stealth-pen}+@{stealth-misc}</code> | ||
+ | :'''Streetwise'''<code>@{streetwise}</code> '''value:'''<code>(@{charisma-mod-level}+@{streetwise-trained}*5)+@{streetwise-pen}+@{streetwise-misc}</code> | ||
+ | :'''Thievery'''<code>@{thievery}</code> '''value:'''<code>(@{dexterity-mod-level}+@{thievery-trained}*5)+@{thievery-pen}+@{thievery-misc}</code> | ||
+ | ---- | ||
+ | <span style="color: #CC0000;">'''Hidden in the Senses Section'''</span> | ||
+ | :'''Passive Insight'''<code>@{passive-insight}</code> '''value:'''<code>10+@{passive-insight-mod}</code> | ||
+ | :'''Passive Insight Mod'''<code>@{passive-insight-mod}</code> '''value:'''<code>@{insight}</code> | ||
+ | :'''Passive Perception'''<code>@{passive-perception}</code> '''value:'''<code>10+@{passive-perception-mod}</code> | ||
:'''Passive Perception Mod'''<code>@{passive-perception-mod}</code> value=<code>@{perception}</code> | :'''Passive Perception Mod'''<code>@{passive-perception-mod}</code> value=<code>@{perception}</code> | ||
− | :'''Speed'''<code>@{speed}</code> value | + | ---- |
− | :'''Weapon 1 Attack'''<code>@{weapon-1-attack}</code> value | + | <span style="color: #CC0000;">'''Hidden in the Movement Section'''</span> |
− | :'''Weapon 1 Damage'''<code>@{weapon-1-damage}</code> value | + | :'''Speed'''<code>@{speed}</code> '''value:'''<code>@{speed-base}+@{speed-armor}+@{speed-item}+@{speed-misc}</code> |
− | :'''Inventory Total Gold'''<code>@{inventory-total-gold}</code> value | + | ---- |
− | :'''Repeating Inventory Total Value'''<code>@{repeating_inventory_0_inventory-total-value}</code> value | + | <span style="color: #CC0000;">'''Hidden in the Inventory (Weapons) Section'''</span> |
− | :'''Repeating Inventory Total Weight'''<code>@{repeating_inventory_0_inventory-total-weight}</code> value | + | :'''Weapon 1 Attack'''<code>@{weapon-1-attack}</code> '''value:'''<code>@{weapon-1-prof}+@{weapon-1-enh}+@{weapon-1-attack-class}+@{weapon-1-attack-feat}+@{weapon-1-attack-misc}</code> |
− | :'''Power 1 Attack'''<code>@{power-1-attack}</code> value | + | :'''Weapon 1 Damage'''<code>@{weapon-1-damage}</code> '''value:'''<code>@{weapon-1-enh}+@{weapon-1-damage-class}+@{weapon-1-damage-feat}+@{weapon-1-damage-misc}</code> |
− | :'''Power 1 Damage'''<code>@{power-1-damage}</code> value | + | :''For different Weapons replace the number value in the attribute name: <code>@{weapon-1-attack}</code> will become <code>@{weapon-2-attack}</code>'' |
+ | ---- | ||
+ | <span style="color: #CC0000;">'''Hidden in the Inventory (Currency) Section'''</span> | ||
+ | :'''Inventory Total Gold'''<code>@{inventory-total-gold}</code> '''value:'''<code>(@{inventory-astral} * 10000)+(@{inventory-platinum} * 100)+(@{inventory-gold} * 1)+(@{inventory-silver} * 0.1)+(@{inventory-copper} * 0.01)</code> | ||
+ | ---- | ||
+ | <span style="color: #CC0000;">'''Hidden in the Inventory Section'''</span> | ||
+ | :'''Repeating Inventory Total Value'''<code>@{repeating_inventory_0_inventory-total-value}</code> '''value:'''<code>@{inventory-value}*@{inventory-quantity}</code> | ||
+ | :'''Repeating Inventory Total Weight'''<code>@{repeating_inventory_0_inventory-total-weight}</code> '''value:'''<code>@{inventory-weight}*@{inventory-quantity}</code> | ||
+ | ---- | ||
+ | <span style="color: #CC0000;">'''Hidden in the Powers Section'''</span> | ||
+ | :'''Power 1 Attack'''<code>@{power-1-attack}</code> '''value:'''<code>@{halflevel}+@{power-1-mod}+@{power-1-weapon-attack}+@{power-1-attack-misc}</code> | ||
+ | :'''Power 1 Damage'''<code>@{power-1-damage}</code> '''value:'''<code>@{power-1-mod}+@{power-1-weapon-damage}+@{power-1-damage-misc}</code> | ||
+ | :''For different Powers replace the number value in the attribute name: <code>@{power-1-attack}</code> will become <code>@{power-2-attack}</code>'' | ||
===Selected Attributes=== | ===Selected Attributes=== |
Revision as of 19:54, 15 July 2015
- The Dungeons and Dragons 4th Edition Character Sheet was created by Alex L. and Ville S. later updated and added to by Wes. It is a very comprehensive sheet and has a lot of fields for recording a character’s various abilities, features, powers, etc. Most of the sections are collapsible for users to configure what is showing at any given time.
- The intent of this wiki page is to aid GM/DM’s and players to get the most out of the sheet and it’s features. There are some complex roll mechanics happening behind the scenes, this page should help you to understand what is happening and improve your experience while using the sheet.
Contents |
FAQ
- Q. How can I send you feedback, suggestions, or report a bug/error?
- A. You have a couple of options Send me: Wes a PM on roll 20, or file an issues report on Github under the Forked Repository. I will try to respond as quickly as possible but times may vary.
- Q. Why is my armor showing up wrong?
- A. When first created the sheet was built to account for the defenses to use a modifier as a bonus to a character's armor. In Version 2.0 of the sheet, this has been accounted for by adding a “None” with a value of zero “0” to the Select AC Ability in the Defenses sub-section of the Settings Tab of the character sheet.
Character Sheet and Tabs
- The character sheet starts with a header section. It precedes the tabs and is always displayed regardless of which tab of the character sheet is being displayed below it.
- Each of the four tabs here, [Stats] [Inventory] [Powers] [Settings] will open up a different section of the character sheet. Hovering over a Tab will show an interactive mouse pointer to select that tab. This wiki will outline them in order from left to right; Stats, Inventory, Powers, Settings.
Header Section
Name:@{character_name}
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Level:@{level}
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Class:@{class}
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Paragon Path:@{paragon}
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Epic Destiny:@{epic}
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Total XP:@{xp}
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Race:@{race}
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Size:@{size}
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Age:@{age}
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Gender:@{gender}
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Height:@{height}
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Weight:@{weight}
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Alignment:@{alignment}
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Deity:@{deity}
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Half Level:@{halflevel}A
| ||||
Names that appear in "Red Text" are Hidden Attributes. Auto-Calculated ValuesA are Discussed in the Advanced Usage Section |
- This is the first section or header section of the character sheet. Below is a list of the fields, where you can record general information about your character.
- Where noted some of the fields are a Select Menu7, which will give you a drop down menu to select your choice from.
- Character Name ♦ Level
- Class ♦ Paragon Path
- Epic Destiny ♦ Total XP
- Race ♦ Size7
- Age ♦ Gender
- Height ♦ Weight
- Alignment ♦ Deity
Stats (Tab)
- In the first Tab of the character sheet, Stats, you will find the statistics of a character. Including a character’s Hit Points, Defenses, Initiative, Ability Scores, Skills, Senses, Movement, Action Points, Languages Known, Feats, Racial Features, and Class/Path/Destiny Features. Each will be in a subsection that will toggle open and closed.
Hit Points
Current Hit Points:@{hp}
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Maximum Hit Points:@{hp_max}
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Bloodied:@{hp-bloodied}A
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Surges / Day:@{surges-max}
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Surge Value Bonus:@{surge-value-bonus}
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Surge Value:@{surge-value}A
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Current Surges:@{surges}
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Temporary Hit Points:@{tmp-hp}
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Resistances :@{resistances}
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Death Saving Throw Failures:@{deathone} @{deathtwo} @{deaththree}
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Saving Throw Modifiers:@{saving-throw-mods}
| |
Auto-Calculated ValuesA are Discussed in the Advanced Usage Section |
- This section tracks everything pertinent to a character’s Health. You can Input the current and maximum hit points and the sheet will calculate the character’s bloodied health and surge value.
- There are also Death Saving Throws checkboxes for tracking failures and an input field for Saving Throw modifiers.
- The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations.
- Where noted some fields are Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field, or a Text Area Field3, or Checkbox4.
- Maximum Hit Points ♦ Bloodied1,2 ♦ Surge Value Bonus ♦ Surge Value1,2 ♦ Surges / Day
- Current Hit Points ♦ Temporary Hit Points ♦ Current Surges
- Death Saving Throw Failures4
- Saving Throw Modifiers3
- Resistances3
Defenses
AC Score:@{ac}A
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10 + 1/2 Level:@{ac-ten}A
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Ability:@{ac-ability}B
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Armor:@{ac-armor}
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Class:@{ac-class}
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Feat:@{ac-feat}
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ENH:@{ac-enh}
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Misc:@{ac-misc}
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Misc:@{ac-misc2}
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Fort Score:@{fort}A
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10 + 1/2 Level:@{fort-ten}A
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Ability:@{fort-ability}B
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Armor:@{fort-armor}
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Class:@{fort-class}
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Feat:@{fort-feat}
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ENH:@{fort-enh}
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Misc:@{fort-misc}
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Misc:@{fort-misc2}
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Ref Score:@{ref}A
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10 + 1/2 Level:@{ref-ten}A
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Ability:@{ref-ability}B
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Armor:@{ref-armor}
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Class:@{ref-class}
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Feat:@{ref-feat}
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ENH:@{ref-enh}
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Misc:@{ref-misc}
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Misc:@{ref-misc2}
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Will Score:@{will}A
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10 + 1/2 Level:@{will-ten}A
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Ability:@{will-ability}B
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Armor:@{will-armor}
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Class:@{will-class}
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Feat:@{will-feat}
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ENH:@{will-enh}
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Misc:@{will-misc}
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Misc:@{will-misc2}
|
Auto-Calculated ValuesA are Discussed in the Advanced Usage Section. SelectedB values are Selected in the Settings Tab. |
- In this section you can input modifiers to a character’s Defenses, the list below shows the Modifier fields that can be input into the sheet.
- The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations.
- Where noted some fields are Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field, some fields are Selected5 from the Settings Tab of the sheet.
- (Notably: AC may have an associated Attribute. Fortitude, Reflex, and Will will use the higher of 2 attributes, the user will have to choose which one to use.)
- Score1,2 ♦ Armor Class ♦ 10 + ½ Level1,2 ♦ Ability2,5 ♦ Armor ♦ Class ♦ Feat ♦ Enhancement ♦ Miscellaneous ♦ Miscellaneous 2
- Score1,2 ♦ Fortitude ♦ 10 + ½ Level1,2 ♦ Ability2,5 ♦ Armor ♦ Class ♦ Feat ♦ Enhancement ♦ Miscellaneous ♦ Miscellaneous 2
- Score1,2 ♦ Reflexes ♦ 10 + ½ Level1,2 ♦ Ability2,5 ♦ Armor ♦ Class ♦ Feat ♦ Enhancement ♦ Miscellaneous ♦ Miscellaneous
- Score1,2 ♦ Will ♦ 10 + ½ Level1,2 ♦ Ability2,5 ♦ Armor ♦ Class ♦ Feat ♦ Enhancement ♦ Miscellaneous ♦ Miscellaneous 2
Initiative
Initiative Score:Roll ButtonA,C
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Dex + 1/2 Lvl:@{init-dexterity}A
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Feat:@{init-feat}
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Item:@{init-item}
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Misc:@{init-misc}
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Initiative:@{initiative}A
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Conditional Modifiers:@{init-conditional-modifiers}
| |
Names that appear in "Red Text" are Hidden Attributes. Auto-Calculated ValuesA are Discussed in the Advanced Usage Section. Roll ButtonsC are Discussed in the Roll Templates Examples Section |
- Here you can track a character’s Initiative bonus and add modifiers from feats, items, and miscellaneous.
- The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations.
- Where noted some fields are Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field, a Text Area Field3 or are a Roll Button6
- Score6 ♦ Initiative ♦ Dexterity + ½ Level2,5 ♦ Feat ♦ Item ♦ Miscellaneous
- Conditional Modifiers3
Ability Scores
Strength Score:@{strength}
|
Modifier:@{strength-mod}A
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Modifier + ½ Lvl:Roll ButtonA,C
|
Constitution Score:@{constitution}
|
Modifier:@{constitution-mod}A
|
Modifier + ½ Lvl:Roll ButtonA,C
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Dexterity Score:@{dexterity}
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Modifier:@{dexterity-mod}A
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Modifier + ½ Lvl:Roll ButtonA,C
|
Intelligence Score:@{intelligence}
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Modifier:@{intelligence-mod}A
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Modifier + ½ Lvl:Roll ButtonA,C
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Wisdom Score:@{wisdom}
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Modifier:@{wisdom-mod}A
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Modifier + ½ Lvl:Roll ButtonA,C
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Charisma Score:@{charisma}
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Modifier:@{charisma-mod}A
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Modifier + ½ Lvl:Roll ButtonA,C
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Strength Mod Level:@{strength-mod-level}A
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Constitution Mod Level:@{constitution-mod-level}A
|
Dexterity Mod Level:@{dexterity-mod-level}A
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Intelligence Mod Level:@{intelligence-mod-level}A
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Wisdom Mod Level:@{wisdom-mod-level}A
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Charisma Mod Level:@{charisma-mod-level}A
|
Names that appear in "Red Text" are Hidden Attributes. Auto-Calculated ValuesA are Discussed in the Advanced Usage Section. Roll ButtonsC are Discussed in the Roll Templates Examples Section |
- This section allows for the input of Ability Scores in the Score field and calculates the Modifiers from the user’s input.
- The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations.
- Where noted some fields are Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field or are a Roll Button6.
- Score ♦ Strength ♦ Modifier1,2 ♦ Modifier + ½ Level1,6
- Score ♦ Constitution ♦ Modifier1,2 ♦ Modifier + ½ Level1,6
- Score ♦ Dexterity ♦ Modifier1,2 ♦ Modifier + ½ Level1,6
- Score ♦ Intelligence ♦ Modifier1,2 ♦ Modifier + ½ Level1,6
- Score ♦ Wisdom ♦ Modifier1,2 ♦ Modifier + ½ Level1,6
- Score ♦ Charisma ♦ Modifier1,2 ♦ Modifier + ½ Level1,6
Skills
Bonus1,6 ♦ Acrobatics ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Arcana ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Athletics ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Bluff ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Diplomacy ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Dungeoneering ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Endurance ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Heal ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ History ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Insight ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Intimidate ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Nature ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Perception ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Stealth ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Streetwise ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
Bonus1,6 ♦ Thievery ♦ Associated Ability ♦ Trained4 ♦ Armor Penalty ♦ Miscellaneous |
- This is a larger section that lists all of the Skills. You can choose which skills a character has Trained with the checkbox and list Armor Penalties and Miscellaneous Modifiers.
- The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations.
- Where noted some fields are Auto Calculated1 by the sheet, are a Checkbox4, or are a Roll Button6.
Acrobatics Bonus:Roll ButtonA,C
|
Acrobatics Trained:@{acrobatics-trained}
|
Acrobatics Penalty:@{acrobatics-pen}
|
Acrobatics Misc:@{acrobatics-misc}
|
Arcana Bonus:Roll ButtonA,C
|
Arcana Trained:@{arcana-trained}
|
Arcana Penalty:@{arcana-pen}
|
Arcana Misc:@{arcana-misc}
|
Athletics Bonus:Roll ButtonA,C
|
Athletics Trained:@{athletics-trained}
|
Athletics Penalty:@{athletics-pen}
|
Athletics Misc:@{athletics-misc}
|
Bluff Bonus:Roll ButtonA,C
|
Bluff Trained:@{bluff-trained}
|
Bluff Penalty:@{bluff-pen}
|
Bluff Misc:@{bluff-misc}
|
Diplomacy Bonus:Roll ButtonA,C
|
Diplomacy Trained:@{diplomacy-trained}
|
Diplomacy Penalty:@{diplomacy-pen}
|
Diplomacy Misc:@{diplomacy-misc}
|
Dungeoneering Bonus:Roll ButtonA,C
|
Dungeoneering Trained:@{dungeoneering-trained}
|
Dungeoneering Penalty:@{dungeoneering-pen}
|
Dungeoneering Misc:@{dungeoneering-misc}
|
Endurance Bonus:Roll ButtonA,C
|
Endurance Trained:@{endurance-trained}
|
Endurance Penalty:@{endurance-pen}
|
Endurance Misc:@{endurance-misc}
|
Heal Bonus:Roll ButtonA,C
|
Heal Trained:@{heal-trained}
|
Heal Penalty:@{heal-pen}
|
Heal Misc:@{heal-misc}
|
History Bonus:Roll ButtonA,C
|
History Trained:@{history-trained}
|
History Penalty:@{history-pen}
|
History Misc:@{history-misc}
|
Insight Bonus:Roll ButtonA,C
|
Insight Trained:@{insight-trained}
|
Insight Penalty:@{insight-pen}
|
Insight Misc:@{insight-misc}
|
Intimidate Bonus:Roll ButtonA,C
|
Intimidate Trained:@{intimidate-trained}
|
Intimidate Penalty:@{intimidate-pen}
|
Intimidate Misc:@{intimidate-misc}
|
Nature Bonus:Roll ButtonA,C
|
Nature Trained:@{nature-trained}
|
Nature Penalty:@{nature-pen}
|
Nature Misc:@{nature-misc}
|
Perception Bonus:Roll ButtonA,C
|
Perception Trained:@{perception-trained}
|
Perception Penalty:@{perception-pen}
|
Perception Misc:@{perception-misc}
|
Religion Bonus:Roll ButtonA,C
|
Religion Trained:@{religion-trained}
|
Religion Penalty:@{religion-pen}
|
Religion Misc:@{religion-misc}
|
Stealth Bonus:Roll ButtonA,C
|
Stealth Trained:@{stealth-trained}
|
Stealth Penalty:@{stealth-pen}
|
Stealth Misc:@{stealth-misc}
|
Streetwise Bonus:Roll ButtonA,C
|
Streetwise Trained:@{streetwise-trained}
|
Streetwise Penalty:@{streetwise-pen}
|
Streetwise Misc:@{streetwise-misc}
|
Thievery Bonus:Roll ButtonA,C
|
Thievery Trained:@{thievery-trained}
|
Thievery Penalty:@{thievery-pen}
|
Thievery Misc:@{thievery-misc}
|
Acrobatics:@{acrobatics}A
|
Arcana:@{arcana}A
|
Athletics:@{athletics}A
|
Bluff:@{bluff}A
|
Diplomacy:@{diplomacy}A
|
Dungeoneering:@{dungeoneering}A
|
Endurance:@{endurance}A
|
Heal:@{heal}A
|
History:@{history}A
|
Insight:@{insight}A
|
Intimidate:@{intimidate}A
|
Nature:@{nature}A
|
Perception:@{perception}A
|
Religion:@{religion}A
|
Stealth:@{stealth}A
|
Streetwise:@{streetwise}A
|
Thievery:@{thievery}A
| |||
Names that appear in "Red Text" are Hidden Attributes. Auto-Calculated ValuesA are Discussed in the Advanced Usage Section. Roll ButtonsC are Discussed in the Roll Templates Examples Section |
Senses
Insight Score:@{passive-insight}A
|
Passive Insight Mod:@{passive-insight-mod}A
|
Passive Perception Mod:@{passive-perception-mod}A
|
Perception Score:@{passive-perception}A
|
Special Senses:@{init-special-senses}
| |
Auto-Calculated ValuesA are Discussed in the Advanced Usage Section. |
- This section displays the characters Passive Insight and Perception skills. It also has an input field for notating the characters special senses.
- Where noted some fields are Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field, or a Text Area Field3
- Score1,2 ♦ Insight ♦ Passive Sense ♦ Skill Bonus1,2
- Score1,2 ♦ Perception ♦ Passive Sense ♦ Skill Bonus1,2
- Special Senses3
Movement
Movement Score:@{speed}A
|
Base:@{speed-base}
|
Armor:@{speed-armor}
|
Item:@{speed-item}
|
Misc:@{speed-misc}
| |
Special Movement:@{special-movement}
| ||
Auto-Calculated ValuesA are Discussed in the Advanced Usage Section. |
- This section allows you to calculate the character's movement, and has an input field for notating special movement that the character may have.
- The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations.
- Where noted some fields are Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field, or a Text Area Field3
- Score1,2 ♦ Speed ♦ Base ♦ Armor ♦ Item ♦ Miscellaneous
- Special Movement3
Action Point
Action Points:@{action-points}
|
Additional Effects:@{additiona-effects}
|
- In this section you can track a character’s Action Points, and keep notes on additional features that spending action points will give to the character in a Text Area Field3.
- Action Points
- Additional Effects for Spending Action Points3
Languages Known
Languages Known:@{lang}
|
- This section contains an input field for listing all of a character’s Known Languages.
- This is a single Text Area Field.
- Languages Known
Feats
Feats:@{repeating_feats_0_feat}D
|
Feats:@{repeating_feats_1_feat}D
|
Continues to add the next numerical value.... |
Repeating FieldsetD Attributes start from 0 and count upwards for each additional field created. When a character sheet is first created it will only contain @{repeating_feats_0_feat} .
|
- In this section you can input all of a character’s Feats. For each feat you can add an additional field to keep them separated from each other.
- The fields in this section are Text Area Fields within a Repeating Fieldset, you can add another by mousing over the [+Add button] to the lower left side of the Text Area Field.
- On the lower right side of the Text Area Field is a [Modify button] that when pressed will highlight all the fields in the Repeating Fieldset and show a "Red Trashcan" Icon for deleting that Repeating Field.
- Feats
Race Features
Race Features:@{repeating_race-feats_0_race-feat}D
|
Race Features:@{repeating_race-feats_1_race-feat}D
|
Continues to add the next numerical value.... |
Repeating FieldsetD Attributes start from 0 and count upwards for each additional field created. When a character sheet is first created it will only contain @{repeating_race-feats_0_race-feat} .
|
- In this section you can input all of a character’s Racial Features. For each feature you can add an additional field to keep them separated from each other.
- The fields in this section are Text Area Fields within a Repeating Fieldset, you can add another by mousing over the [+Add button] to the lower left side of the Text Area Field.
- On the lower right side of the Text Area Field is a [Modify button] that when pressed will highlight all the fields in the Repeating Fieldset and show a "Red Trashcan" Icon for deleting that Repeating Field.
- Race Features
Class / Path / Destiny Features
Class Features:@{repeating_class-feats_0_class-feat}D
|
Class Features:@{repeating_class-feats_1_class-feat}D
|
Continues to add the next numerical value.... |
Repeating FieldsetD Attributes start from 0 and count upwards for each additional field created. When a character sheet is first created it will only contain @{repeating_class-feats_0_class-feat} .
|
- In this section you can input all of a character’s Class Features, Paragon Path Features, and Epic Destiny Features. For each feature you can add an additional field to keep them separated from each other.
- The fields in this section are Text Area Fields within a Repeating Fieldset, you can add another by mousing over the [+Add button] to the lower left side of the Text Area Field.
- On the lower right side of the Text Area Field is a [Modify button] that when pressed will highlight all the fields in the Repeating Fieldset and show a "Red Trashcan" Icon for deleting that Repeating Field.
- Class Path Destiny Features
Inventory (Tab)
- The inventory tab is broken into three subsections for tracking weapons, currency, and items that the character has.
Weapons
- In this section you can input all of the information for each specific weapon the character has, upto 6 different weapons. It is fairly detailed and includes the standard: Weapon name, Hands to Wield, and whether the weapon is wielded or not. Then quite a few fields for numbers, including: the Number of Damage Dice, Size of the Damage Dice, Proficiency with the weapon, weapons Enhancement (if it is magic), the weapons Weight, Class attack bonus, Feat attack bonus, Miscellaneous attack bonus, Class damage bonus, Feat damage bonus, Miscellaneous damage bonus, and magic weapon Damage per Plus Dice Size. The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations. Where noted some fields are a Select Menu7 or a Checkbox4.
- Weapon Name ♦ Type ♦ Hands to Wield7 ♦ Wielded4 ♦ Number of Damage Dice ♦ Size of Damage Dice ♦ Proficiency ♦ Enhancement ♦ Weight
- Class Attack Bonus ♦ Feat Attack Bonus ♦ Miscellaneous Attack Bonus ♦ Class Damage Bonus ♦ Feat Damage Bonus ♦ Miscellaneous Damage Bonus ♦ Magic Weapon Damage per Plus Dice Size
Weapon Name:@{weapon-1-name}
|
Hand:@{weapon-1-hand}
|
Wielded:@{weapon-1-wielded}
|
# of Dice:@{weapon-1-num-dice}
|
Dice Size:@{weapon-1-dice}
|
Prof:@{weapon-1-prof}
|
Enh:@{weapon-1-enh}
|
Weight:@{weapon-1-weight}
|
Class Attack Bonus:@{weapon-1-attack-class}
|
Feat Attack Bonus:@{weapon-1-attack-feat}
|
Misc Attack Bonus:@{weapon-1-attack-misc}
|
Class Damage Bonus:@{weapon-1-damage-class}
|
Feat Damage Bonus:@{weapon-1-damage-feat}
|
Misc Damage Bonus:@{weapon-1-damage-misc}
|
Per Plus Dice Size:@{weapon-1-per-plus}
| |
Weapon Attack:@{weapon-1-attack}A
|
Weapon Damage:@{weapon-1-damage}A
| ||
Only Weapon One is Shown For additional weapons substitute the number in the Attribute: ie.@{weapon-1-name} will become@{weapon-2-name} . Names that appear in "Red Text" are Hidden Attributes. Auto-Calculated ValuesA are Discussed in the Advanced Usage Section.
|
Currency
Astral Diamonds:@[inventory-astral}
|
Platinum:@{inventory-platinum}
|
Gold:@{inventory-gold}
|
Silver:@{inventory-silver}
|
Copper:@{inventory-copper}
|
Value in Gold:@{inventory-total-gold}A
|
Auto-Calculated ValuesA are Discussed in the Advanced Usage Section. |
- The currency section will allow you to input the characters funds and will auto calculate the total in gold.
- Where noted some fields are Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field.
- Astral Diamonds ♦ Platinum ♦ Gold ♦ Silver ♦ Copper ♦ Value in Gold1,2
Inventory
Name of Item:@{repeating_inventory_0_inventory-name}D
|
Value:@{repeating_inventory_0_inventory-value}D
|
Weight:@{repeating_inventory_0_inventory-weight}D
|
Quantity:@{repeating_inventory_0_inventory-quantity}D
|
Total Value:@{repeating_inventory_0_inventory-total-value}A,D
|
Total Weight:@{repeating_inventory_0_inventory-total-weight}A,D
|
Equipped:@{repeating_inventory_0_mba-mod}D
|
Item Description:@{repeating_inventory_0_inventory-disc}D
|
Auto-Calculated ValuesA are Discussed in the Advanced Usage Section. Repeating FieldsetD Attributes start from 0 and count upwards for each additional field created. When a character sheet is first created it will only contain @{repeating_inventory_0_all-fields-in-fieldset} .
|
- This section will allow you to input the characters accumulated items.
- It has calculations for total value and total weight if your are tracking Ammunition, etc.
- Also an Select Menu7 input for what slot the item is equipped in.
- For each Item you can add an additional field to keep them separated from each other.
- The fields in this section maybe Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field or Text Area Fields3. within a Repeating Fieldset, you can add another by mousing over the [+Add button] to the lower left side of the Text Area Field.
- On the lower right side of the Text Area Field is a [Modify button] that when pressed will highlight all the fields in the Repeating Fieldset and show a "Red Trashcan" Icon for deleting that Repeating Field.
- Name of Item ♦ Value ♦ Weight ♦ Quantity ♦ Total Value1,2 ♦ Total Weight1,2 ♦ Equipped7
- ♦ Item Notes/Description3
Powers (Tab)
- The powers tab contains space for inputting up to 100 different powers. These are toggled off and on in the Settings Tab. It is in this tab where you will begin to see the power of a character sheet as you are able to select and recall information from the previous tabs of the character sheet as macros are built to put character abilities into action during game play.
Powers
- Each power has a header section that lists the general information of a power. There is a Roll Button for executing the macro of the power, the Power Name, Powers Action type, Power Range, Power Level and a Checkbox for Use tracking of encounter and daily powers.
- Following the header section is a Settings button that will toggle open a space that contains all of the detailed information of the power.
- In the first row of the settings are four buttons that will set the background color of the power for ease of use in finding the power. These are At-Will (Green), Encounter (Red), Daily (Gray), and Item (Gold).
- The next five rows of the settings area are all of the selects and input space for building the power macro. More information for these will follow in the Advanced Usage Section.
- The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations. Where noted some fields are Auto Calculated1 by the sheet and/or Disabled2 so that you will not be able to input anything in that field, a Checkbox4 or a different type of input like a Text Area Field3, or a Select Menu7, are a Roll Button6
- Roll6 ♦ Power Name ♦ Power Action ♦ Power Range ♦ Power Level ♦ Used4
- At-Will4 ♦ Encounter4 ♦ Daily4 ♦ Item
- Ability7 ♦ Defense7
- Attack Weapon7 ♦ Damage Weapon7
- Weapon Damage Number of Dice7 ♦ Weapon Damage Dice Size7
- Power Attack Bonus ♦ Attack1,2 ♦ Power Damage Bonus ♦ Damage1,2
- Power Macro3
- Power Reference Number
Roll:Roll ButtonC
|
Power Name:@{power-1-name}
|
Power Action:@{power-1-action}D
|
Power Range:@{power-1-range}
|
Level:@{power-1-level}
|
Used:@{power-1-used}
|
Usage:@{power-1-useage}
|
Ability:@{power-1-mod}A,D
|
Defense:@{power-1-def}D
|
Attack Weapon:@{power-1-weapon-attack}A,D
|
Damage Weapon:@{power-1-weapon-damage}A,D
| |
Weapon # of Dice:@{power-1-weapon-num-dice}A,D
|
Weapon Dice Size:@{power-1-weapon-dice}A,D
|
Attack Bonus:@{power-1-attack-misc}
| |
Attack:@{power-1-attack}A
|
Damage Bonus:@{power-1-damage-misc}
|
Damage:@{power-1-damage}A
| |
Power Macro:@{power-1-macro}
| |||
Only Power One is Shown For additional powers substitute the number in the Attribute: ie.@{power-1-name} will become@{power-2-name} . Auto-Calculated ValuesA and SelectedD Values are Discussed in the Advanced Usage Section. Roll ButtonsC are Discussed in the Roll Templates Examples Section.
|
- Below the Powers are two hidden sections that when opened contain examples for macros and information on the roll template for the character sheet.
Settings (Tab)
- The settings tab allows you to pick how many powers are shown on the Powers Tab, as well as make selections for which ability to use for defenses, select to use Initiative Tie Breaks, and input custom text for emotes used for rolls using the character sheet roll buttons.
Powers
- Here there are 100 powers, listed from 1-100 when you select a power number it will toggle it on in the Powers Tab.
Settings
- In this section you are provided several subsections: Initiative, Defence, Ability and Skills. Each of the subsections allows you to make choices for what the sheet will use for calculation in the appropriate section or allow you to input custom text for emotes for rolls made from the sheet roll buttons.
Initiative
- In this subsection are choices for initiative. You can select which ability to use for initiative, whether or not to use a tie breaking calculation for initiative and to input custom emote text for the initiative roll.
- Where noted some of the fields are a Select Menu7 field, which will give you a drop down menu to select your choice from, or a Text Area field3.
Initiative Ability:@{init-highest}D
|
Use Initiative Tie Break:@{init-tie}D
|
Initiative Roll Text:@{initiative-roll-text}
|
SelectedD Values are Discussed in the Advanced Usage Section. |
- Initiative Ability7
- Use Initiative Tie Break7
- Initiative Roll Text3
Defense
- In this subsection are choices for defense. You can select which ability to use for each of the defenses: AC, Fortitude, Reflex, Will.
- The full name of an field is written in the wiki, the character sheet may show an abbreviation, usually for space considerations. These fields are all Select Menu fields, which will give you a drop down menu to select your choice.
AC Ability:@{ac-highest}D
|
Fort Ability:@{fort-highest}D
|
Ref Ability:@{ref-highest}D
|
Will Ability:@{will-highest}D
|
SelectedD Values are Discussed in the Advanced Usage Section. |
- Armor Class Ability
- Fortitude Ability
- Reflex Ability
- Will Ability
Ability
- In this subsection are choices for abilities. You can input custom emote text for the ability rolls.
- These fields are all Text Area fields.
Strength Roll Text:@{ability-strength-roll-text}
|
Constitution Roll Text:@{ability-constitution-roll-text}
|
Dexterity Roll Text:@{ability-dexterity-roll-text}
|
Intelligence Roll Text:@{ability-intelligence-roll-text}
|
Wisdom Roll Text:@{ability-wisdom-roll-text}
|
Charisma Roll Text:@{ability-charisma-roll-text}
|
- Strength Roll Text
- Constitution Roll Text
- Dexterity Roll Text
- Intelligence Roll Text
- Wisdom Roll Text
- Charisma Roll Text
Skills
- In this subsection are choices for skills. You can input custom emote text for the skill rolls.
- These fields are all Text Area fields.
Acrobatics Roll Text:@{skill-acrobatics-roll-text}
|
Arcana Roll Text:@{skill-arcana-roll-text}
|
Athletics Roll Text:@{skill-athletics-roll-text}
|
Bluff Roll Text:@{skill-bluff-roll-text}
|
Diplomacy Roll Text:@{skill-diplomacy-roll-text}
|
Dugeoneering Roll Text:@{skill-dungeoneering-roll-text}
|
Endurance Roll Text:@{skill-endurance-roll-text}
|
Heal Roll Text:@{skill-heal-roll-text}
|
History Roll Text:@{skill-history-roll-text}
|
Insight Roll Text:@{skill-insight-roll-text}
|
Intimidate Roll Text:@{skill-intimidate-roll-text}
|
Nature Roll Text:@{skill-nature-roll-text}
|
Perception Roll Text:@{skill-perception-roll-text}
|
Religion Roll Text:@{skill-religion-roll-text}
|
Stealth Roll Text:@{skill-stealth-roll-text}
|
Streetwise Roll Text:@{skill-streetwise-roll-text}
|
Thievery Roll Text:@{skill-thievery-roll-text}
|
- Acrobatics Roll Text
- Arcana Roll Text
- Athletics Roll Text
- Bluff Roll Text
- Diplomacy Roll Text
- Dungeoneering Roll Text
- Endurance Roll Text
- Heal Roll Text
- History Roll Text
- Insight Roll Text
- Intimidate Roll Text
- Nature Roll Text
- Perception Roll Text
- Religion Roll Text
- Stealth Roll Text
- Streetwise Roll Text
- Thievery Roll Text
Advanced Usage
- You can make use of most attributes in macros/token-abilities. All the attributes that are available for use from the sheet are listed in the Sections of the sheet that contain them or in the sub sections below for hidden attributes, selected attributes, and calculation attributes that are referenced by other attributes or rolls from the character sheet.
- For use in token actions you can just use the attributes name in the roll, BUT for use in Macros you will need to include the Character name preceding the attribute name: ie.
@{character_name|hp|max}
.
Auto-Calculated and Hidden Attributes
Hidden in the Header Section
- Half Level:
@{halflevel}
value:floor(@{level}/2)
Hidden in the Hit Points Section
- HP Bloodied:
@{hp-bloodied}
value:floor(@{hp|max}/2)
- Surge Value
@{surge-value}
value:floor(@{hp|max}/4)+@{surge-value-bonus}
Hidden in the Defenses Section
- AC
@{ac}
value:@{ac-ten}+@{ac-ability}+@{ac-armor}+@{ac-class}+@{ac-feat}+@{ac-enh}+@{ac-misc}+@{ac-misc2}
- AC + 10
@{ac-ten}
value:10+@{halflevel}
- Fortitude
@{fort}
value:@{fort-ten}+@{fort-ability}+@{fort-armor}+@{fort-class}+@{fort-feat}+@{fort-enh}+@{fort-misc}+@{fort-misc2}
- Fort + 10
@{fort-ten}
value:10+@{halflevel}
- Reflex
@{ref}
value:@{ref-ten}+@{ref-ability}+@{ref-armor}+@{ref-class}+@{ref-feat}+@{ref-enh}+@{ref-misc}+@{ref-misc2}
- Ref + 10
@{ref-ten}
value:10+@{halflevel}
- Will
@{will}
value:@{will-ten}+@{will-ability}+@{will-armor}+@{will-class}+@{will-feat}+@{will-enh}+@{will-misc}+@{will-misc2}
- Will + 10
@{will-ten}
value:10+@{halflevel}
Hidden in the Initiative Section
- Init Dexterity
@{init-dexterity}
value:@{init-highest}+@{halflevel}
- This actually uses the Initiative Highest from the Settings Tab even though it is labeled
@{init-dexterity}
- Initiative
@{initiative}
value:@{init-dexterity}+@{init-feat}+@{init-item}+@{init-misc}
Hidden in the Abilities Section
- Strength Mod
@{strength-mod}
value:floor((@{strength}-10)/2)
- Strength Mod Level
@{strength-mod-level}
value:@{strength-mod}+@{halflevel}
- Constitution Mod
@{constitution-mod}
value:floor((@{constitution}-10)/2)
- Constitution Mod Level
@{constitution-mod-level}
value:@{constitution-mod}+@{halflevel}
- Dexterity Mod
@{dexterity-mod}
value:floor((@{dexterity}-10)/2)
- Dexterity Mod Level
@{dexterity-mod-level}
value:@{dexterity-mod}+@{halflevel}
- Intelligence Mod
@{intelligence-mod}
value:floor((@{intelligence}-10)/2)
- Intelligence Mod Level
@{intelligence-mod-level}
value:@{intelligence-mod}+@{halflevel}
- Wisdom Mod
@{wisdom-mod}
value:floor((@{wisdom}-10)/2)
- Wisdom Mod Level
@{wisdom-mod-level}
value:@{wisdom-mod}+@{halflevel}
- Charisma Mod
@{charisma-mod}
value:floor((@{charisma}-10)/2)
- Charisma Mod Level
@{charisma-mod-level}
value:@{charisma-mod}+@{halflevel}
Hidden in the Skills Section
- Acrobatics
@{acrobatics}
value:(@{dexterity-mod-level}+@{acrobatics-trained}*5)+@{acrobatics-pen}+@{acrobatics-misc}
- Arcana
@{arcana}
value:(@{intelligence-mod-level}+@{arcana-trained}*5)+@{arcana-pen}+@{arcana-misc}
- Athletics
@{athletics}
value:(@{strength-mod-level}+@{athletics-trained}*5)+@{athletics-pen}+@{athletics-misc}
- Bluff
@{bluff}
value:(@{charisma-mod-level}+@{bluff-trained}*5)+@{bluff-pen}+@{bluff-misc}
- Diplomacy
@{diplomacy}
value:(@{charisma-mod-level}+@{diplomacy-trained}*5)+@{diplomacy-pen}+@{diplomacy-misc}
- Dungeoneering
@{dungeoneering}
value:(@{wisdom-mod-level}+@{dungeoneering-trained}*5)+@{dungeoneering-pen}+@{dunge:oneering-misc}
- Endurance
@{endurance}
value:(@{constitution-mod-level}+@{endurance-trained}*5)+@{endurance-pen}+@{endurance-misc}
- Heal
@{heal}
value:(@{wisdom-mod-level}+@{heal-trained}*5)+@{heal-pen}+@{heal-misc}
- History
@{history}
value:(@{intelligence-mod-level}+@{history-trained}*5)+@{history-pen}+@{history-misc}
- Insight
@{insight}
value:(@{wisdom-mod-level}+@{insight-trained}*5)+@{insight-pen}+@{insight-misc}
- Intimidate
@{intimidate}
value:(@{charisma-mod-level}+@{intimidate-trained}*5)+@{intimidate-pen}+@{intimidate-misc}
- Nature
@{nature}
value:(@{wisdom-mod-level}+@{nature-trained}*5)+@{nature-pen}+@{nature-misc}
- Perception
@{perception}
value:(@{wisdom-mod-level}+@{perception-trained}*5)+@{perception-pen}+@{perception-misc}
- Religion
@{religion}
value:(@{intelligence-mod-level}+@{religion-trained}*5)+@{religion-pen}+@{religion-misc}
- Stealth
@{stealth}
value:(@{dexterity-mod-level}+@{stealth-trained}*5)+@{stealth-pen}+@{stealth-misc}
- Streetwise
@{streetwise}
value:(@{charisma-mod-level}+@{streetwise-trained}*5)+@{streetwise-pen}+@{streetwise-misc}
- Thievery
@{thievery}
value:(@{dexterity-mod-level}+@{thievery-trained}*5)+@{thievery-pen}+@{thievery-misc}
Hidden in the Senses Section
- Passive Insight
@{passive-insight}
value:10+@{passive-insight-mod}
- Passive Insight Mod
@{passive-insight-mod}
value:@{insight}
- Passive Perception
@{passive-perception}
value:10+@{passive-perception-mod}
- Passive Perception Mod
@{passive-perception-mod}
value=@{perception}
Hidden in the Movement Section
- Speed
@{speed}
value:@{speed-base}+@{speed-armor}+@{speed-item}+@{speed-misc}
Hidden in the Inventory (Weapons) Section
- Weapon 1 Attack
@{weapon-1-attack}
value:@{weapon-1-prof}+@{weapon-1-enh}+@{weapon-1-attack-class}+@{weapon-1-attack-feat}+@{weapon-1-attack-misc}
- Weapon 1 Damage
@{weapon-1-damage}
value:@{weapon-1-enh}+@{weapon-1-damage-class}+@{weapon-1-damage-feat}+@{weapon-1-damage-misc}
- For different Weapons replace the number value in the attribute name:
@{weapon-1-attack}
will become@{weapon-2-attack}
Hidden in the Inventory (Currency) Section
- Inventory Total Gold
@{inventory-total-gold}
value:(@{inventory-astral} * 10000)+(@{inventory-platinum} * 100)+(@{inventory-gold} * 1)+(@{inventory-silver} * 0.1)+(@{inventory-copper} * 0.01)
Hidden in the Inventory Section
- Repeating Inventory Total Value
@{repeating_inventory_0_inventory-total-value}
value:@{inventory-value}*@{inventory-quantity}
- Repeating Inventory Total Weight
@{repeating_inventory_0_inventory-total-weight}
value:@{inventory-weight}*@{inventory-quantity}
Hidden in the Powers Section
- Power 1 Attack
@{power-1-attack}
value:@{halflevel}+@{power-1-mod}+@{power-1-weapon-attack}+@{power-1-attack-misc}
- Power 1 Damage
@{power-1-damage}
value:@{power-1-mod}+@{power-1-weapon-damage}+@{power-1-damage-misc}
- For different Powers replace the number value in the attribute name:
@{power-1-attack}
will become@{power-2-attack}
Selected Attributes
- Power 1 Mod Select
@{power-1-mod}
value=@{strength-mod} or @{constitution-mod} or @{dexterity-mod} or @{intelligence-mod} or @{wisdom-mod} or @{charisma-mod}
- Power 1 Weapon Attack Select
@{power-1-weapon-attack}
value=@{weapon-1-attack} or @{weapon-2-attack} or @{weapon-3-attack} or @{weapon-4-attack} or @{weapon-5-attack} or @{weapon-6-attack}
- Power 1 Weapon Damage Select
@{power-1-weapon-damage}
value=@{weapon-1-damage} or @{weapon-2-damage} or @{weapon-3-damage} or @{weapon-4-damage} or @{weapon-5-damage} or @{weapon-6-damage}
- Power 1 Weapon # of Dice Select
@{power-1-weapon-num-dice}
value=@{weapon-1-num-dice} or @{weapon-2-num-dice} or @{weapon-3-num-dice} or @{weapon-4-num-dice} or @{weapon-5-num-dice} or @{weapon-6-num-dice}
- Power 1 Weapon Dice Select
@{power-1-weapon-dice}
value=@{weapon-1-dice} or @{weapon-2-dice} or @{weapon-3-dice} or @{weapon-4-dice} or @{weapon-5-dice} or @{weapon-6-dice}
- Initiative Highest Select
@{init-highest}
value=@{strength-mod} or @{constitution-mod} or @{dexterity-mod} or @{intelligence-mod} or @{wisdom-mod} or @{charisma-mod}
- Initiative Tie Breaker Select
@{init-tie}
value=0 or 0.01
- AC Highest Select
@{ac-highest}
value=@{strength-mod} or @{constitution-mod} or @{dexterity-mod} or @{intelligence-mod} or @{wisdom-mod} or @{charisma-mod} or 0
- Fortitude Highest Select
@{fort-highest}
value=@{strength-mod} or @{constitution-mod} or @{dexterity-mod} or @{intelligence-mod} or @{wisdom-mod} or @{charisma-mod}
- Reflex Highest Select
@{ref-highest}
value=@{strength-mod} or @{constitution-mod} or @{dexterity-mod} or @{intelligence-mod} or @{wisdom-mod} or @{charisma-mod}
- Will Highest Select
@{will-highest}
value=@{strength-mod} or @{constitution-mod} or @{dexterity-mod} or @{intelligence-mod} or @{wisdom-mod} or @{charisma-mod}
Macros
/me uses @{power-1-name}
[[1d20+@{power-1-attack}]] vs @{power-1-def}
Hit:[[(1*@{power-1-weapon-num-dice})d@{power-1-weapon-dice}+@{power-1-damage}]] Damage
Hit: [[1d6+@{power-1-damage}]] Damage
Roll Template
- The template for the Dungeons and Dragons 4e Character Sheet is named &{template:dnd4epower}
Template Header Colors
{{atwill=}}
|
Green |
{{encounter=}}
|
Red |
{{daily=}}
|
Grey |
{{item=}}
|
Gold |
{{other=}}
|
Black |
{{ability=}}
|
Purple |
{{skill=}}
|
Blue |
- The template is built to display information in a set format. There are property names to adjust the Header to several different colors, only one of these property names should have a value input after it, leaving the others blank. For example for a Daily Power Header use:
{{daily=yes}}
or{{daily=This is Grey.}}
{{atwill=}}
{{encounter=}}
{{daily=}}
{{item=}}
{{other=}}
{{ability=}}
{{skill=}}
{{monster=}}
Template Property Names
- The following is the complete list of
{&template:dnd4epower} {{propertynames=}}
. They appear in the output in chat in order from top to bottom, and columns left to right.
{{emote=}}
|
{{multiattack6=}}
|
{{secondaryattack=}}
|
{{augment1damage=}}
|
{{augment4multiattack3=}}
|
{{augment6critical=}}
|
{{name=}}
|
{{multiattack7=}}
|
{{secondarydamage=}}
|
{{augment1critical=}}
|
{{augment4multiattack4=}}
|
{{augment6hiteffect=}}
|
{{class=}}
|
{{multiattack8=}}
|
{{secondarycritical=}}
|
{{augment1hiteffect=}}
|
{{augment4multiattack5=}}
|
{{classmodifier=}}
|
{{level=}}
|
{{multiattack9=}}
|
{{secondaryhiteffect=}}
|
{{augment2range=}}
|
{{augment4multiattack6=}}
|
{{miss=}}
|
{{type=}}
|
{{multiattack10=}}
|
{{tertiaryrange=}}
|
{{augment2target=}}
|
{{augment4multiattack7=}}
|
{{effect=}}
|
{{keywords=}}
|
{{multiattack11=}}
|
{{tertiarytarget=}}
|
{{augment2attack=}}
|
{{augment4multiattack8=}}
|
{{firstfailedsave=}}
|
{{attacktechnique=}}
|
{{multiattack12=}}
|
{{tertiaryattack=}}
|
{{augment2multitoggle=}}
|
{{augment4multiattack9=}}
|
{{secondfailedsave=}}
|
{{action=}}
|
{{multiattack13=}}
|
{{tertiarydamage=}}
|
{{augment2multiattack2=}}
|
{{augment4damage=}}
|
{{eachfailedsave=}}
|
{{range=}}
|
{{multiattack14=}}
|
{{tertiarycritical=}}
|
{{augment2multiattack3=}}
|
{{augment4critical=}}
|
{{aftereffect=}}
|
{{requirement=}}
|
{{multiattack15=}}
|
{{tertiaryhiteffect=}}
|
{{augment2multiattack4=}}
|
{{augment4hiteffect=}}
|
{{sustainminor=}}
|
{{trigger=}}
|
{{multiattack16=}}
|
{{augmenttoggle=}}
|
{{augment2multiattack5=}}
|
{{augment6range=}}
|
{{sustainstandard=}}
|
{{beforespecial=}}
|
{{multiattack17=}}
|
{{augment1range=}}
|
{{augment2multiattack6=}}
|
{{augment6target=}}
|
{{movetechnique=}}
|
{{beforeeffect=}}
|
{{multiattack18=}}
|
{{augment1target=}}
|
{{augment2multiattack7=}}
|
{{augment6attack=}}
|
{{mttype=}}
|
{{target=}}
|
{{multiattack19=}}
|
{{augment1attack=}}
|
{{augment2multiattack8=}}
|
{{augment6multitoggle=}}
|
{{mtrange=}}
|
{{primarytarget=}}
|
{{multiattack20=}}
|
{{augment1multitoggle=}}
|
{{augment2multiattack9=}}
|
{{augment6multiattack2=}}
|
{{mttarget=}}
|
{{attackweaponmod=}}
|
{{damage=}}
|
{{augment1multiattack2=}}
|
{{augment2damage=}}
|
{{augment6multiattack3=}}
|
{{mteffect=}}
|
{{attack=}}
|
{{critical=}}
|
{{augment1multiattack3=}}
|
{{augment2critical=}}
|
{{augment6multiattack4=}}
|
{{special=}}
|
{{multiattacktoggle=}}
|
{{hitweaponmod=}}
|
{{augment1multiattack4=}}
|
{{augment2hiteffect=}}
|
{{augment6multiattack5=}}
|
{{“anytextname”=}}
|
{{multiattack2=}}
|
{{hiteffect=}}
|
{{augment1multiattack5=}}
|
{{augment4range=}}
|
{{augment6multiattack6=}}
|
{{“anytextname”=}}
|
{{multiattack3=}}
|
{{hitaftereffect=}}
|
{{augment1multiattack6=}}
|
{{augment4target=}}
|
{{augment6multiattack7=}}
|
{{“etc…”=}}
|
{{multiattack4=}}
|
{{effectweaponmod=}}
|
{{augment1multiattack7=}}
|
{{augment4attack=}}
|
{{augment6multiattack8=}}
| |
{{multiattack5=}}
|
{{secondaryrange=}}
|
{{augment1multiattack8=}}
|
{{augment4multitoggle=}}
|
{{augment6multiattack9=}}
| |
{{multiattack6=}}
|
{{secondarytarget=}}
|
{{augment1multiattack9=}}
|
{{augment4multiattack2=}}
|
{{augment6damage=}}
|
Template Logic
- The template has several logic functions built into it.
- Critical Rolls the first attack roll will report a critical. This is true for the main attack, secondary attack, tertiary attack, and augments 1, 2, 4, and 6 first attacks. The Multiattack rolls do not report a critical roll.
- Roll Titles if the following property names contain content they will be preceded by a Red Title in the chat output.
{primarytarget}, {secondaryattack}, {tertiaryattack}, {augment1}, {augment2}, {augment4}, and {augment6}
. - Multi Attack Toggles if the following property names contain a numerical toggle they will display additional attacks based on the numeric value that they receive.
{multiattacktoggle}, {augmenttoggle}, {augment1multitoggle}, {augment2multitoggle}, {augment4multitoggle}, and {augment6multitoggle}
.
- Here are the Toggle Values that the Template was built for.
- Multiattacktoggle [[ ?{Number of Attacks 2 to 20|2} ]] Supports up to 20 attacks.
- Augmenttoggle [[ ?{Augment 0, 1, 2, 4, 6|0} ]]
- Augment1multitoggle [[ ?{Number of Attacks 2 to 9|2} ]] Supports up to 9 attacks.
- Augment2multitoggle [[ ?{Number of Attacks 2 to 9|2} ]] Supports up to 9 attacks.
- Augment4multitoggle [[ ?{Number of Attacks 2 to 9|2} ]] Supports up to 9 attacks.
- Augment6multitoggle [[ ?{Number of Attacks 2 to 9|2} ]] Supports up to 9 attacks.
Template Examples
- Here are some of the template rolls that the sheet uses and a couple of examples of template code for some skills / powers.
- Initiative Check Roll uses this template macro:
&{template:dnd4epower} {{other=1 }} {{emote=@{initiative-roll-text} }} {{name=Initiative Check }} {{class=@{selected|token_name} }} {{initiative=[[ 1d20 + [[ @{init-highest} ]] [Selected Mod] + [[ @{halflevel} ]] [Half Level] + [[ @{init-feat} ]] [Feat Bonus] + [[ @{init-item} ]] [Item Bonus] + [[ @{init-misc} ]] [Misc Bonus] + [[ [[ @{initiative} ]]*@{init-tie} ]] [Tie Breaker] &{tracker} ]] }}
- Ability Check Roll (Strength, in this example) uses this template macro:
&{template:dnd4epower} {{emote=@{ability-strength-roll-text} }} {{name=Strength Ability Check }} {{class=@{character_name} }} {{type=Using Strength }} {{ability=[[ 1d20 + [[ @{strength-mod} ]] [STR Mod] + [[ @{halflevel} ]] [Half Level] ]] }}
- Skill Check Roll (Acrobatics, in this example) uses this template macro:
&{template:dnd4epower} {{emote=@{skill-acrobatics-roll-text} }} {{name=Acrobatics }} {{class=@{character_name} }} {{type=Skill Check }} {{skill=[[ 1d20 + [[ @{dexterity-mod} ]] [DEX Mod] + [[ @{halflevel} ]] [Half Level] + [[ @{acrobatics-trained}*5 ]] [Trained] + [[ @{acrobatics-pen} ]] [Armor Penalty] + [[ @{acrobatics-misc} ]] [Misc] ]] }}
- Basic Melee Attack (Using Power-1, in this example) uses this template macro:
&{template:dnd4epower} {{atwill=1 }} {{emote=**@{character_name}** resorts to the simple attack learned when they first picked up a melee weapon. }} {{name=Basic Melee }} {{level=Basic Attack }} {{type=At-Will ♦}} {{keywords=Weapon }} {{action=Standard ♦}} {{range=Melee Weapon }} {{target=One Creature }} {{attack=[[ 1d20 + @{power-1-attack} ]] vs. **@{power-1-def}** }} {{damage=[[ (floor(@{level}/21)*(@{power-1-weapon-num-dice}d@{power-1-weapon-dice})) + @{power-1-weapon-num-dice}d@{power-1-weapon-dice}+@{power-1-damage} ]] damage. }} {{critical=[[ (floor(@{level}/21)*(@{power-1-weapon-num-dice}*@{power-1-weapon-dice})) + @{power-1-weapon-num-dice}*@{power-1-weapon-dice} + @{power-1-damage} ]] damage. }} {{special=I can use an unarmed attack as a weapon to make a melee basic attack. }}
- Report All Defenses uses this template macro:
&{template:dnd4epower} {{emote=**@{character_name}'s** Defenses are solid… }} {{other=yes}} {{name=Defenses }} {{class=@{character_name} }} {{action=No Action ♦}} {{range=Personal}} {{**Armor Class:**=[[ @{ac} ]] }} {{**Fortitude:**=[[ @{fort} ]] }} {{**Reflex:**=[[ @{ref} ]] }} {{**Will:**=[[ @{will} ]] }}
- Cleric Power: Moment of Glory (Attack Roll has been Simplified - Up to 9 Attacks) uses this template macro:
&{template:dnd4epower} {{daily=1}} {{emote=**@{character_name}** calls down a brilliant column of light that drives her enemies to the ground and bolsters her allies against harm. }} {{name=Moment of Glory }} {{class=Cleric }} {{level=Attack 1 }} {{type=Daily ♦ }} {{keywords=Divine, Fear, Implement }} {{action=Standard ♦ }} {{range=Close Blast 5 }} {{target=Each Enemy in Blast }} {{attack=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{multiattack2=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{multiattack3=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{multiattack4=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{multiattack5=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{multiattack6=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{multiattack7=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{multiattack8=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{multiattack9=[[ 1d20 + [[@{wisdom-mod} ]] [wisdom mod] ]] vs **Will** }} {{damage=No Damage. }} {{critical=No Damage. }} {{hiteffect=I push the target [[3]] squares and knock it **Prone**. }} {{effect=Myself and each ally in the blast gain **Resist 5** to all damage until the end of my next turn. }} {{sustainminor=The effect persists. }} {{multiattacktoggle=[[ ?{Number of Attacks 1 to 9|1} ]] }}
Template Hints Tips and Tricks
- To create the “♦” icon in a template: Hold Down the “alt-key” and press the “4-key” on the Number Pad.
- The Sheer amount of fields in the template can be overwhelming and takes some getting used to. Just remember that Templates are just Forms where you fill in the blanks.
- To aid with the creating of a template, Wes created a Google Spread Sheet that will do the Formatting for you. It can be found here: Dungeons & Dragons 4e Template Builder.
Change Log
The version number on the bottom of the character sheet will show what is Live on the Roll20 site.
- July 11, 2015 Pull Request #934
- Character Sheet Version 2.0
- Changed Gender Field from a Select Field to a Text Field.
- Added a “None” to the AC Select List in the Settings Tab. The value is set to Zero “0” and is set to selected.
- Added a “Tie Breaker Select in the Settings Tab. It contains 2 choices, “No, Do NOT use” with a value of zero “0”, and “Yes, Use” with a value of one one-hundreth “0.01”. The Initiative roll was changed to add the bonus value of
@{initiative}*@{init-tie}
. Multipling the initiative bonus by either 0 or 0.01 depending on the selected value and adding it to the initiative roll. - Added a Magical Per Plus Die Size to the Weapons in the Inventory Section. Users will be able to call this value into macros for critical damage calculations.
- Added Roll Template information under the Powers in the Powers Tab.
- Changed Emote text in the Settings tab to work with Roll Templates.
- Added Roll Templates to the character sheet.
- Changed the Character Sheet Roll Buttons to use the new Roll Templates
- Changed Version number to 2 and Added a Link to this Wiki in the Footer of the Character Sheet
- May 29, 2014 Pull Request #256
- Character Sheet Version 1.0
- Rebuilt the Powers Section of the Character Sheet
- May 24, 2014 Pull Request #233
- Update Ability Checks and Inventory on Character Sheet
- April 20, 2014 Pull Request #78
- Update to Roll Buttons on Character Sheet
- April 14, 2014 Pull Request #46
- Rework of Character Sheet CSS
- April 09, 2014 Pull Request #11
- Initial Commit of Character Sheet