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Macro Tricks & Examples.- Potential Pathfinder Wikki addition

1410283494

Edited 1410408800
Hey folks, I've been finding lately that the last few PF campaigns that I've been creating a forum post with a bunch of Macro examples, tricks, and how-to's. I'd be curious to know if the general community (Hi people!) would find this interesting as an addition to the Pathfinder Specific section of the Wiki. I'd also love to see other folks' tips and tricks as well. INTENT: To illustrate specific techniques for macros specifically designed for the Pathfinder RPG system and to demonstrate their use through examples. As you read through this article you will find certain techniques simplified or unused in order to emphasize the topic method. The examples provided are not necessarily meant to be used as-is(Though everything posted is functional). Rather, they're offered as an example of a particular method to be combined with other techniques for you to craft your own comprehensive macros using all techniques you're comfortable with employing. TIPS AND TECHNIQUES: Spacing: Spacing inside a roll rarely matters, as it does not generally effect the results of a roll. When I make macros I space everything far apart so its easier to see where I might have made an error, and to make it easier to adjust later on as needed. When figuring out result spacing in the chat window, I try to get things to fit on as few lines as possible. I can be a bit obsessive about this, but it makes for cleaner macros and speeds the game along if you can see and comprehend the results easily. Group your Macros: To save your own screen space and to avoid having dozens of macros I combine similar rolls into one macro: Ex: Conversation skills (bluff,sense motive, diplomacy, etc) can all be rolled at once in a single macro, rather than a macro button for each one. Boolean Math : Using the Identity property of 1 and the multiplicative property of 0, combined with Queries, you can make ON / OFF type switches in your macros. This is as close as you can get to conditionals in the Macro system. Real If/Then/Else requires Mentor subscriptions and the API. Note: Pathfinder almost always rounds down, so always use the "Floor" function to force it when finding the 1/2 of something. Example: (Two-Handed Weapon Damage) [[ 1d12 + 5[STR] + ( ?{Two-Handed Weapon?|0}[TwoHanded?] * floor( 5[STR] * .5) ) ]] Reason : Since regular weapon damage adds 1x your strength, and a Two-handed Weapon adds 1.5x your Strength you can add Query * HalfYourStrength . By using a 1 in your query result, you add the extra 1/2 str. If you reply 0, the added result is zero so effectively just your regular strength. Calculated Dice Roll : Mostly for Casters where damage of spells is often dependent on your level, you can use math and attributes to determine how many dice to roll. This is also an example of grouping rolls with { } and comparing them with KL1 (keep Lowest) Example: CureLightWounds would does 1d8+ Level, but only up to level 5 at max giving us [[ 1d8 + ( { 5 , @{Level} }kl1) ]] This takes the number 5, compares it to your @{Level} attribute, and keeps the lower of the two. So if you're level 2, you'll end up rolling 1d8+2. if you're level 12, you'll roll 1d8+5 Note: Grouped rolls like KL1 and Calculated Dice Roll's currently don't play nice with each other. The only way to combine them is to do a plain regular /roll and inside THAT, do your comparisons. For example, Fireball (Your level of d6' up to 10d6) would come out as /r [[ {10, @{CasterLevel} }kl1 ]]d6 Unfortunately that leaves us with the messy graphical dice, but it does calculate correctly. In these cases, I'll often forgoe the level comparison and just put in my level attribute and replace it with the max number when I hit that level (ie: [[ (@level)d6]] until I hit level 10 and just make it [[10d6]] Passive Rolls for GMs: If you have your players keep Perception, Sense Motive, etc attributes defined in their character journals, you can use @{Target|Attribute} or @{Selected|Attribute} to determine if the character made their check without notifying the player that it happened. This assumes that the Tokens are bound to the Character Journal correctly. Example : /w GM @{Selected|TokenName} Passive Perception [[ @{Selected|Perception} + 10]] Since it's the GM whispering to the GM, only they see the roll. Corollary to Passive GM Roll: If your player-base is consistent you can make one macro to test all their passive checks and use it for any NPC or monster that might try to stealth, bluff, or traps, etc. NOTE : Spacing gets a bit messy after 4 players without reworking it Example : (Secretly rolling generic monster's stealth check and comparing it to player's rolled perceptions) /w GM NPC Stealth[[ (1d20 + ?{Stealth bonus?|0} ) ]] /w GM Player's Name:[[ 1d20 + @{PlayerName1|Perception} ]] /w GM Player's Name:[[ 1d20 + @{PlayerName2|Perception} ]] /w GM Player's Name:[[ 1d20 + @{PlayerName3|Perception} ]] /w GM Player's Name:[[ 1d20 + @{PlayerName4|Perception} ]] Calculating Crits: Aside from using plain text to describe what constitutes a crit, you can use inline rolls to tell you the actual final roll value. ex: Rapiers crit on an 18-20. If I have a +6 attack bonus, that means you would crit on a total roll of 24,25, or 26. (18+6 or higher) You essentially repeat your attack roll portion and replace 1d20 with your lowest crit range (18). Note that when you don't use a roll, you can't use the [ ] descriptions inside an inline roll. Game Note : Pathfinder Crits are your damage and bonus' rolled multiple times, not the result multiplied. /me stabs with his Keen LongSpear! Attack:[[1d20 + 6[AttackBonus] ]] for [[1d6 + 4[STR] ]] Dmg Crits on [[ 19 + 6 ]] for addt'l [[ ( 1d6 + 4[STR] ) + ( 1d6 + 4[STR] ) ]]
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EXAMPLES Initiative (the decimal point = my total init bonus. Used for breaking ties with enemies rolling the same, higher bonus wins). The &{tracker} part automatically adds the roll to the turn order. You * MUST * have your token selected for this macro to work correctly. /me leaps into action! [[1d20 + 11.11 &{tracker}]] Initiative (As an ABILITY on my character journal using Attributes instead. I usually just make an attribute for it and don't bother with the math) Note: The benefit of using the full calculation (dex + init bonus) instead of just a flat number, is that it will dynamically update if your dex goes up through Cat's Grace or other temporary effects. /me leaps into action! [[1d20 + @{DEX}[Dex] + @{InitBonus}[Traits] + ( @{DEX} + @{InitBonus} )*.100 &{tracker}[TieBreaker] ]] Defense - I like having a macro that shows all my defenses and makes all my saving throws in one click. I put plain numbers inside [[ ]] for emphasis. /me defends himself from the assault! [DEFENSES] AC:[[18]]|[[18]]Flat|[[13]]Touch Fort[[1d20 + 3]]|Ref[[1d20+7]]|Will[[1d20+1]] CMD:19 Concentration:[[1d20 +11]] Defense (More complex using attributes and token bars, assuming HP and AC are tracked on token bars and it's currently selected). I use a token bar to track AC instead of an attribute because AC changes frequently in PF. The FlatFooted or Touch calculation may change with different class/feats/etc) /me defends himself from the assault! [DEFENSES] HP:[[ @{Selected|BAR3 ]] / [[ @{Selected|Bar3|MAX} ]] AC:[[ @{Selected|Bar1} ]]|[[ @{selected|Bar1} ]]Flat|[[10 + @{DEX} ]]Touch Fort[[1d20 + @{Fort} ]]|Ref[[1d20+@{Ref} ]]|Will[[ 1d20+@{Will} ]] CMD:[[ 10d1[BASE] + @{BAB}[BAB] + @{STR}[STR] + @{Dex}[DEX] ]] | Evasion | Uncanny Dodge Generic Roll A generic dice roll that asks for how many dice, what sided dice, and what modifiers you are adding to the roll. Mind the spacing around the d?, it matters here. [[ ?{Number of Dice|1}d?{Type of Die|6} + ?{Modifiers|0} ]] Weapon 1 (Mathematically speaking, power-attack should almost ALWAYS be used, so I don't keep separate macros without it) NOTE: Attack macros are the one place I ALWAYS use a roll query for misc bonus'. It changes constantly in PF. /me grips his GreatSword firmly and swings Powerfully! Attack:[[1d20 + 5[AttackBonus] -1[PowerAttack] + ?{Misc Bonus/Penalty?|0} ]] for [[2d6 + 6[STR*1.5] + 3[PowerAttack] + ?{Damage Bonus?|0}[Damage Bonus] ]] Dmg Crit Threat: 19-20/x2 Confirm:[[1d20 + 5[AttackBonus] -1[PowerAttack] + ?{Misc Bonus/Penalty?|0} ]] for addt'l [2d6 + 6[STR*1.5] + 3[PowerAttack]+ ?{Damage Bonus?|0}[Damage Bonus] ]] MultiAttack (Note: As you get high enough to make 3 or more attacks, I start reworking the fluff text or rework it to query main or second attack) /me grips his GreatSword firmly and swings powerfully! Attack1:[[1d20 + 5 -1[PowerAttack]]] for [[2d6 + 6[STR*1.5] + 3[PowerAttack] ]] Dmg Crit Threat: 19-20/x2 Confirm1:[[1d20 + 5 -1[PowerAttack]]] for addt'l [[2d6 + 6[STR*1.5] + 3[PowerAttack] ]] Dmg Attack2:[[1d20 + 5 -1[PowerAttack] -5 ]] for [[2d6 + 6[STR*1.5] + 3[PowerAttack] ]] Dmg Crit Threat: 19-20/x2 Confirm2:[[1d20 + 5 -1[PowerAttack] -5 ]] for addt'l [[2d6 + 6[STR*1.5] + 3[PowerAttack] ]] Dmg MultiAttack (Using attributes and Queries. Meant to cover each attack and determines what the bonus' and penalties should be ) NOTE: Pain in the butt, but this covers weapon enchantments, misc bonus' like Bless, and the -5/-10 penalties for your multiple attacks at higher levels. /me grips his GreatSword firmly and swings powerfully! [Melee] Attack:[[1d20 + @{BAB}[BAB] + @{STR}[STR] + @{Weapon1Bonus} -3[PowerAttack] + ?{Misc Attack Bonus|0}[Misc Bonus] - ( (?{Main:0, Second:1, or Third:2 attack?|0})*5 )[BAB Penalties] ]] for [[2d6 + (floor(@{STR}*1.5))[1.5 STR] + 9[PowerAttack] + ?{Misc Damage Bonus?|0} ]] Dmg Rapid + MultiShot: This is a massive time/sanity saver for those ranged types who combine multishot and rapidshot. Also Monk Flurries. Note: Due to spacing, this is REALLLY bare-bones output and should be explained to the GM, but it's VERY condensed. The HIT portion should be fleshed out to use attributes and better techniques, but detract from the example here. Sample Output: The !xx! are the crit target and damage rolls. [Rapid/Multi] Hit1 12 (! 23 !): 10 (! 15 !) Dmg Hit2 23 (! 23 !): 10 (! 12 !) Dmg Hit3 1 (! 18 !): 7 (! 9 !) Dmg Actual Macro : (and yes, it's a pain to read, but the output is sooooo nice and clean! ) /me draws his bow and peppers his enemies with arrows! [Rapid/Multi] Hit1[[1d20 + 5 -2]](![[20 + 5 -2]]!):[[ { 1d8 + 3 , 1d8 + 3 } ]](![[ { 1d8 + 3 , 1d8 + 3 } + { 1d8 + 3 , 1d8 + 3 } ]]!) Dmg Hit2[[1d20 + 5 -2]](![[20 + 5 -2]]!):[[ 1d8 + 3 ]](![[ { 1d8 + @{STR} ,1d8 + @{STR} } ]]!) Dmg Hit3[[1d20 + 5 -2 -5]](![[20 + 5 -2 -5]]!):[[ 1d8 + 3 ]](![[ { 1d8 + 3 ,1d8 + 3 } ]]!) Dmg Hit3[[1d20 + 5 -2 -10]](![[20 + 5 -2 -10]]!):[[ 1d8 + 3 ]](![[ { 1d8 + 3 ,1d8 + 3 } ]]!) Dmg Stabilization Check: In PF, when you reach negative HP you have to roll a DC 10 Con check with penalties for the number of negative HP you have. If your negative HP exceeds your total CON, well... it's time to roll another character. As an Ability, assumes HP are tracked in Bar3 on your token and you have an attribute named CON that has your bonus in the left field and max Con in the right field. /me tries to convince himself the large hole in his chest is just a flesh wound... [Stabilize] DC 10 Con Check:[[ 1d20 + @{Con}[Con Mod] + @{Selected|Bar3}[Neg HP] ]] On Fail: Take [[1]] Dmg. If Neg HP([[ @{Selected|Bar3} * -1 ]]) = Con([[@{Selected|Con|Max} ]]) ... !! DEATH !!
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Perception (basic macro; most used skillcheck in the game) /me look around and listens carefully... [Perception][[1d20 + 8 + ?{Favored Terrain/Other Bonus?|0} ]] Knowledge (the extra blank line keeps them lined up nicely, usually not an issue unless you're a knowledge whore like wizards.) /me considers the topic thoughtfully... Linguistic[[ 1d20 + 7 ]] | Appraise[[1d20+10]] Arcana[[ 1d20 + 15 ]] | Nature[[1d20 + 10]] Planes[[1d20 + 11]] | Religion[[ 1d20 + 11 ]] Dungeon[[ 1d20 + 9 ]] | Nobility[[1d20 + 7]] Engineer[[ 1d20 + 7 ]] | History[[1d20 + 7 +2]] Athletics (generally any skillcheck representing a physical action) /me rolls his shoulders and prepares for a feat of ATHLETICS! Acrobatics:[[1d20 + 10]] Jump:[[1d20+3]] Climb:[[1d20+8]] Swim:[[1d20+7]] Ride:[[1d20+3]] Fly: [[1d20 -1]] Sneaky /me indulges in a bit of legerdemain and skulduggery... Disable Device: [[ 1d20 + 12 ]] Stealth:[[ 1d20 + 12 ]] Sleight of Hand:[[ 1d20 + 7]] Disguise: [[1d20 + 4]]] Conversation /me tries to remember long-lost conversation skills... Bluff/*Feint*: [[1d20 + 6]] Diplomacy:[[1d20 -3 ]] Intimidate:[[1d20 + 4]] Sense Motive:[[1d20 + 7]] Color spray (Complicated spells that also include rolls are excellent for a macro) /me raises his hands and links his thumbs before a cone of scintillating color erupts from his palms! [Color Spray] DC[[14]] Will Neg | SR:[[1d20 + 7]] 2 HD: Unconscious, blinded, stunned [[2d4]] rounds then blinded and stunned [[1d4]] rounds, then stunned [[1]] round. 3 or 4 HD:Blinded,stunned [[1d4]] rounds, then stunned [[1]] round 5 or more HD: stunned for [[1]] round. Grease /me cups his palm as though he were standing on a mound in a field and chants the verbal component "Uncto"! [Grease] DC[[14]] Ref Neg | SR:No [[10]]ft. radius or single object for [[2]] minutes Flaming Sphere (example of fleshing out all the rolls so you don't have to touch the macro itself again, just attributes on your sheet) NOTE: The 1d1+9 as the base instead of just plain 10 is to enable text descriptions within the macro, like [SpellLevel], which only work when there is a dice roll involved. /me gestures as though he was molding a small sphere in his hands and utters, "Flamma Globus"! [Flaming Sphere] DC[[1d1+9[Base] + 2[SpellLevel] + @{Gol|GolInt}[INT] ]] Ref Neg | SR:[[1d20+@{Gol|Level}[Level] ]] Dur:[[@{Gol|Level}[Level] ]] Rd. Rng:[[100 + { @{Gol|Level} * 10 } ]]ft. Burning Sphere uses caster's move to shift 30ft each round, co-occupying a 5-ft. area. Any creature in this area suffers [[3d6]] fire damage. Mad Monkeys (assuming augmented summoning, which boosts STR/CON of summoned creatures) /me scratches beneath his armpits while hopping on one leg, strangely ape-like phrases escape his lips as he chants... [MadMonkeys] Rng[[40]]ft|Dur[[7]]rd Spd[[30]]|Climb[[20]]|Area[[10]]ft HP[[22+8]]|AC[[15]] Melee[[2d6]] + DC[[16]] vs Fort Nauseated and Deafened [[1]]rd. Free Act:Disarm/Steal[[ 1d20 + 7[Level] + 5[CHR] ]] vs. CMD Black Tentacles /me closes his eyes while chanting, channeling the horror of Japanese school girls through the ages.. [BlackTentacles] Rng[[170]]ft|Dur[[7]]rd(D) Area[[20]]ft Radius|SR:No On caster turn or enter area: Grapple[[1d20+7[Level]+4[STR]+1[Size] ]] & [[1d6+4[STR] ]] dmg/rd CMD to escape[[10d1[BaseCMD]+7[Level]+4[STR]+1[Size] +5[Bonus]]] Tentacles Cannot be Damaged, only dispelled [GlitterDust] /me raises his hands and tosses a handful of glittering dust into the air while canting, "Coruscantes Et Cinere"! [GlitterDust] DC:[[10 + 2 + @{Gol|GolInt} +1 ]]Will Neg | SR:No Dur:[[@{Gol|Level} ]] rds | Rng[[100 + (10*@{Gol|Level} ) ]]ft [[10]]ft. radius, targets blinded and invisible creatures revealed, stealth receive -40 penalty. Blinded creates may attempt to save at the end of their turn. Alchemist Bomb [Flask] Hit:[[1d20+5]] for [[1d6+3]]dmg. Adj. take [[1]] dmg If Miss, it lands at [[1d8]] [[1]] | [[2]] | [[3]] [[4]] | X | [[5]] [[6]] | [[7]] | [[8]]
GREAT Idea for a post, MarkG! I think this will be mighty helpful for people, to get some idea how useful macros can be and how they are made. And yes, I think this should definitely be part of the Wiki. I don't have any good macros to share at the moment; you already covered some of my favorites, like the percentage-based initiative roller and such. But maybe I'll think of something later. Good work! -Phnord
1410305106
Paul S.
Sheet Author
API Scripter
Lets us not forget the mighty universal roll: /em Doesn't know what to do so rolls a bunch of dice [[?{Number of Dice|1}d?{Type of Die|6}+?{Modifiers|0}]] I basically have ?{Hit Modifier?|0} and ?{Damage Modifier?|0} added to all my attack macros I have ?{Modifier|0} added to all my skill/ability macros Don't forget - with the ?{Modifier?|0} you can add either numbers OR dice rolls as the modifier... so .... in other words with this addition you can add +1d6 or 10+2d12 or any combination you can think of.
Thank you!
Anyone have their own tips/tricks/examples of Pathfinder macros?
All of my macros use Sam's Pathfinder Character sheet and I try to make sure there is nothing that needs to be manually modified or maintained in the macros, they should pull all values from the sheet. Build a single macro that handles multiple attacks as a modifier to the attack: /em attacks with a @{repeating_weapon_0_name} AC: [[1d20 + @{repeating_weapon_0_enhance} + @{repeating_weapon_0_masterwork} + @{repeating_weapon_0_attack} + @{repeating_weapon_0_attack-type} - (?{Attack Number|1}-1)*(5) + ?{Attack Mod?|0}]] Damage: [[@{repeating_weapon_0_damage-dice-num}d@{repeating_weapon_0_damage-die} + @{repeating_weapon_0_enhance} + @{repeating_weapon_0_damage} + @{repeating_weapon_0_damage-ability} + ?{Damage Mod?|0}]] Critical: @{repeating_weapon_0_crit-target}+/x@{repeating_weapon_0_crit-multiplier} Notes: @{repeating_weapon_0_notes} Basically this pops up a box that defaults to the 1st attack based on BAB. If you bonus attacks based on the highest BAB, then you roll attack 1 multiple times. Each attack based on BAB will automatically subtract a -5 from it, so 2nd attack includes the -5, 3rd attack, -10, etc... There are also macros for 1 handed and 2 handed power attack, 2 weapon fighting, and the comparable ranged weapon attacks. I have a list of macros that I create via a script (with most attack macros having 5 created to cover the first 5 repeating weapons). These are built using Honeybadger's Powercard script, but the basic macros could be stripped out. They are built around using information from Sam's character sheet so that "in theory" the macros should never be modified if the sheet is updated: <a href="https://github.com/beeke01/PSMacro/blob/master/Pow" rel="nofollow">https://github.com/beeke01/PSMacro/blob/master/Pow</a>... I also have a script that automatically generates all of the macros detailed in the .txt file as well.
Thanks Kevin, I'd forgotten all about referencing the new character sheets. I was never really a huge fan because I already use PCGen, but I can see where this would have great utility. Does anyone happen to have a link for how each attribute / roll / action is referenced from the current "Pathfinder" sheet option?
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Edited 1410453101
One macro I really like is those that allow for things like 1d8 + caster level (max +5) such as Cure Light Wounds. For Sam's character sheets, providing the first spell class is the one being used the macro is as follows; /me casts Cure Light Wounds! [[1d8+{5, @{spellclass-0-level-total}}kl1]] It keeps either 5 or the class level, whichever is the lower number. In turn could someone please help me with the following? How can I correctly calculate the number of dice for spells like Ear-Piercing Scream (1/2 caster level d6, minimum of 0d6, maximum of 5d6). I have the following but it does not work . [[({5, floor(@{spellclass-0-level-total}/2)}kl1)d6]] The problem is it does not actually roll the specific number of d6s. It simply displays the number to roll. Result: At Caster Level 2 1 is displayed Expected: The result of 1d6 is displayed.
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Edited 1410408669
Thanks Jonathan. Unfortunatly you can't currently combine computed rolls and grouped roll comparisons (kl1 doesn't play nice with (x+y)d6) The only way around it is to use a plain /roll and do the comparisons in an inline roll inside that. ex: /r [[ {5, floor(@{CasterLevel}/2) }kl1 ]]d6 I've also updated my own submition around this topic accordingly.
Ah thank you Mark. That does in fact work quite nicely.
Final article can be found here: <a href="https://wiki.roll20.net/Macros_-_Pathfinder_Exampl" rel="nofollow">https://wiki.roll20.net/Macros_-_Pathfinder_Exampl</a>... Linked from the Pathfinder Specific section of the Wiki
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I've been trying to make one simple macro and it REFUSES to work. I've copied text right from examples, so what's wrong here, this isn't rocket science? I'm trying to make BASIC macros that players can use. We're using the 2nd edition character sheet which creates an attribute call "dexreact" which is the modifier that is added to the d10 initiative roll. When clicking on a token and clicking on the macro button, there is no verbage, a d10 is rolled, nothing appears in the chat window, and the die remains indefinitely on the field in my Firefox v32.0.3 browser. To clear the stuck dice, I have to refresh my browser. My ever so simple formula, that I took from other peoples examples is this. It is available for all players and token action is checked. /em Rolling for initiative... /roll 1d10 + @{selected|dexreact} &{tracker} I would love to be able to make other macros utilizing data from the character sheet like for attack d20 + weaponspeed + weapon bonus modifiers = successful hit if equal to or greater than target armor class for weapondamage (die and modifiers from character sheet).
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Edited 1412875182
Let's keep ranting to a minimum please. If you don't care for how a character sheet template works, feel free to contact the creators or make your own. This is player-generated content... something people make on their own free time to share with the community. This sounds more like a browser issue than any problem with your macros. Have you tried other browsers like Chrome or even IE? There's an article on the main WIKI page for browser troubleshooting. Re: sheet macros and such...The trick with the Character Sheets that mentors create is that they're subject to change. Using your own macros ensures they never change on you and you know exactly what it is they do. You can check out the Character Sheet forum and GitHub for more details on a given character sheet to get the macro names and attributes they use. Your syntax for the initiative roll is fine, assuming the token you selected is bound to a character journal correctly and has the "dexreact" attribute defined. If the token isn't bound to a sheet, or doesn't have the attribute defined, you'll get an 'blah blah is undefined" error or similar.
turn off 3d dice and try again. Sounds like the dice is stuck rolling