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AD&D 2E MACROS TO SHARE MKII

1466578608

Edited 1468104622
MAGIC MISSILE SPELL &{template:default}{{name=MAGIC MISSILE}}{{SPELL LEVEL=1}}{{SCHOOL=EVOCATION}}{{RANGE=[[({10,@{level}}kl1*10)+60]]}}{{COMPONENTS=VERBAL, SOMATIC}}{{DURATION=INSTANT}}{{CASTING_TIME=1}}{{AREA OF EFFECT=TARGET CREATURE(S)}}{{SAVING THROW=NONE}}{{SUBTLETY=?}}{{KNOCKDOWN=?}}{{SENSORY=?}}{{CRITICAL=?}}{{EFFECT=[[ceil(({9, @{level}}kl1)/2)]] MISSILES WHICH CAUSE [[1D4+1]], [[1D4+1]], [[1D4+1]], [[1D4+1]], AND [[1D4+1]]FORCE DAMAGE, RESPECTIVELY.}}
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Edited 1467876940
I have developed a number of macros that have the Saving Throw numbers needed in a compact and easy to see table. This is to make things easier for DM's so that they don't have to constantly refer to the PHB or some other source for the numbers. Five d20s will also be rolled, but feel free to change that as you see fit. Please keep in mind that these do NOT take into account any modifers that creatures or Players (if you have your players use this) may have. Poison/Paralyzation/Death Magic /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{0HD=[[16]]}}{{1-2HD=[[14]]}}{{3-4HD=[[13]]}}{{5-6HD=[[11]]}}{{7-8HD=[[10]]}}{{9-10HD=[[8]]}}{{11-12HD=[[7]]}}{{13-14HD=[[5]]}}{{15-16HD=[[4]]}}{{17+HD=[[3]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} Rods/Wands/Staves /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{0HD=[[18]]}}{{1-2HD=[[16]]}}{{3-4HD=[[15]]}}{{5-6HD=[[13]]}}{{7-8HD=[[12]]}}{{9-10HD=[[10]]}}{{11-12HD=[[9]]}}{{13-14HD=[[7]]}}{{15-16HD=[[6]]}}{{17+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} Petrification/Polymorph /w gm &{template:default}{{name=Petrification/Polymorph Saving Throw}}{{0HD=[[17]]}}{{1-2HD=[[15]]}}{{3-4HD=[[14]]}}{{5-6HD=[[12]]}}{{7-8HD=[[11]]}}{{9-10HD=[[9]]}}{{11-12HD=[[8]]}}{{13-14HD=[[6]]}}{{15-16HD=[[5]]}}{{17+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} Breath Weapon /w gm &{template:default}{{name=Breath Weapon Saving Throw}}{{0HD=[[20]]}}{{1-2HD=[[17]]}}{{3-4HD=[[16]]}}{{5-6HD=[[13]]}}{{7-8HD=[[12]]}}{{9-10HD=[[9]]}}{{11-12HD=[[8]]}}{{13-14HD=[[5]]}}{{15-16HD=[[4]]}}{{17+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} Spell /w gm &{template:default}{{name=Spell Saving Throw}}{{0HD=[[19]]}}{{1-2HD=[[17]]}}{{3-4HD=[[16]]}}{{5-6HD=[[14]]}}{{7-8HD=[[13]]}}{{9-10HD=[[11]]}}{{11-12HD=[[10]]}}{{13-14HD=[[8]]}}{{15-16HD=[[7]]}}{{17+HD=[[6]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}}
1467877980
Gold
Forum Champion
Tyrone said: I have developed a number of macros that have the Saving Throw numbers needed in a compact and easy to see table. This is to make things easier for DM's so that they don't have to constantly refer to the PHB or some other source for the numbers.  This looks pretty sweet, and, I think the numbers given work for Monsters of the HD listed, or possibly for Warriors also? I didn't see if these give the Saving Throw targets for Priest, Mage, and Rogue, does it?
1467878118

Edited 1467878200
Gold said: Tyrone said: I have developed a number of macros that have the Saving Throw numbers needed in a compact and easy to see table. This is to make things easier for DM's so that they don't have to constantly refer to the PHB or some other source for the numbers.  This looks pretty sweet, and, I think the numbers given work for Monsters of the HD listed, or possibly for Warriors also? I didn't see if these give the Saving Throw targets for Priest, Mage, and Rogue, does it? Yes, it would work for Warriors as well, but the main aim was to make it easier for DM's to work out the Saving Throw number of whatever creature is Saving by comparing the HD value. For the other classes, the numbers need only be substituted with the appropriate class Saving Throw, if that makes sense.
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Edited 1468133857
CLOAK OF ELVENKIND /w gm &{template:default}{{name=@{selected|token_name} USES THE CLOAK OF ELVENKIND!}} /gmroll D100<?{TYPE OF ENVIRONMENT | HEAVY GROWTH,100 | LIGHT GROWTH,99 | OPEN FIELDS,95 | ROCKY TERRAIN,98 | BUILDINGS,90 | BRIGHTLY LIT ROOM,50 | TORCH OR LANTERN LIGHT,95 | INFRAVISION,90 | LIGHT SPELLS,50}
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Edited 1479503621
SELF-ADJUSTING ThAC0 BY CLASS Paste one of these into the ThAC0 field on the weapon table on your character sheet.  Whenever you change the numeric level in your "level" field, your ThAC0 will be figured automatically for any weapon which uses this macro, but your level needs to be one number, and one number only. (Not for use with multiclassed characters with alpha-numeric levels, I.E. "Priest 2/ Fighter 1") PRIEST: 22-(ceil(@{level}/3)*2) ROGUE: 21-(ceil(@{level}/2)) WARRIOR: 21-@{level} WIZARD: 21-(ceil(@{level}/3)) MONSTER: 20-@{level}
1468180117
Gold
Forum Champion
GAR said: SELF-ADJUSTING ThAC0 BY CLASS Paste one of these into the ThAC0 field on the weapon table on your character sheet.  Whenever you change the numeric level in your "level" field, your ThAC0 will be figured automatically for any weapon which uses this macro, but your level needs to be one number, and one number only. (Not for use with multiclassed characters with alpha-numeric levels, I.E. "Priest 2/ Fighter 1") PRIEST ROGUE: 21-(ceil(@{level}/2)) WARRIOR: 21-@{level} WIZARD: 21-(ceil(@{level}/3)) That is very clever. I did not know that you could run such a macro in a Character Sheet field. A fellow I know who is making a revised AD&D 2nd Edition Character Sheet in Roll20 might be interested to see that, as he was recently deciding and debating whether to auto-calc the Thac0 field based on the Class+Level fields.   I prefer GAR's method above having the sheet always-auto-calc! Because at least this gives the Player/DM the option of auto-calculating (by putting the above formula into the Weapon Thac0 fields) or hand-writing (for those times when the PC is perhaps multiclass or other reasons they might want to type the field directly). Sometimes there are variables and reasons why certain PC want to type their own calculations or unusual notes in a certain field, while other PC-types may prefer to have the sheet doing as much math for-you as possible. GAR's method gives the option.
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Edited 1468266181
[Deleted]
Sheet Author
I haven't figured out the priest one yet. 22-ceil((@{level}/3)*2) or something like this Thanks for the link Gold. It's a good idea and I'll work it into the descriptive boxes. EDIT: 22-(ceil(@{level}/3)*2)
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Edited 1468471590
ADAMANTITE MACE &{template:default}{{name=@{selected|token_name} CASTS ADAMANTITE MACE!}}{{SPELL LEVEL=[[4]]}}{{SPHERE=ELEMENTAL EARTH}}{{RANGE=TOUCH}}{{DURATION=[[@{level}]] ROUNDS}}{{AREA OF EFFECT=CASTER'S WEAPON}}{{COMPONENTS=VERBAL, SOMATIC, MATERIAL}}{{CASTING TIME=[[7]]}}{{EFFECT=BY MEANS OF THIS SPELL, THE PRIEST TRANSMUTES HIS OWN CUDGEL, MACE, OR STAFF INTO AN ENCHANTED WEAPON OF ADAMANTITE. THE ADAMANTITE MACE GAINS A +[[2]] BONUS TO ATTACK AND DAMAGE ROLLS, BUT IT STRIKES CREATURES NORMALLY HIT ONLY BY +[[4]] OR BETTER WEAPONS. AS AN INCARNATION OF ELEMENTAL EARTH, THE MACE INFLICTS DAMAGE TWICE AGAINST ELEMENTAL AIR OR MAGICAL AVIANS LIKE GRIFFONS, PERYTONS, PEGASI, AND WINGED BAATEZU OR TANAR'RI.}}{{SAVING THROW=NONE}}
ANIMAL FRIENDSHIP &{template:default}{{name=@{selected|token_name} CASTS ANIMAL FRIENDSHIP}}{{SPELL LEVEL=[[1]]}}{{SPHERE=ANIMAL}}{{RANGE=[[10]] FEET}}{{DURATION=PERMANENT}}{{AREA OF EFFECT=[[1]] ANIMAL}}{{COMPONENTS=VERBAL, SOMATIC, MATERIAL}}{{CASTING TIME=[[1]] HOUR}}{{SAVING THROW=NEGATES THE SPELL}}{{EFFECT=[[1]] UNALIGNED ANIMAL OF INTELLIGENCE [[1]] TO [[4]]. FOR THE NEXT THREE MONTHS, THE CASTER HAS THE ANIMAL TRAINING PROFICIENCY IN REGARDS TO THE ANIMAL FRIEND. THE CASTER MAY ATTRACT A CUMULATIVE AMOUNT OF HIT DICE WORTH OF ANIMALS EQUAL TO [[@{level}*2]]. ANIMALS LEFT ALONE FOR [[1]] WEEK OR MORE WILL LOSE THE EFFECT OF THIS SPELL.}}
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Edited 1472765437
DM MACRO ENCOUNTER EXPERIENCE POINT CALCULATOR This macro assumes all the monsters are the same, so if you have more than one type in any given encounter, run this macro once for each type.  This macro is the crown jewel for any DM.  It will automate the worst part of DMing.  You're welcome. :D &{template:default}{{name=YOU GAIN EXPERIENCE FROM YOUR ENCOUNTER WITH THE ?{NAME OF CREATURE}(S)}}{{PC'S GAIN=[[[[floor((?{NUMBER OF CREATURES IN THE ENCOUNTER|1}*?{EXPERIENCE POINTS PER MONSTER|15})/(?{NUMBER OF PLAYER CHARACTERS|4}*2+?{NUMBER OF NPC'S WHO EARN XP|0}))]]*2]]. HENCHMEN GAIN THE AMOUNT SHOWN IF YOU HOVER YOUR MOUSE POINTER OVER THE NUMBER IN THE YELLOW BOX.}}{{WARRIORS EARN= [[floor((?{THE NUMBER OF CREATURES DEFEATED IN THE ENCOUNTER|0}*?{THE NUMBER OF HIT DICE PER CREATURE|1}*10)/?{THE NUMBER OF WARRIORS IN THE PARTY|1})]] EXPERIENCE FOR EACH HIT DIE OR LEVEL THEY HAVE(WHICHEVER IS HIGHER).}} EDIT: The "Warrior-bonus-from-defeated-enemies'-hit-dice" portion was changed to reflect the fact that the enemies must actually be "defeated", either by killing them, routing them, or causing them to surrender. i.e., they fail their morale check. The default number of defeated enemies was changed to zero, as most encounters do not end in the defeat of enemies (at least in my campaign they don't).  Some other minor changes were made.  "Monster" was changed to "creature". Punctuation changes were made to clarify that PC's earn twice as much xp as NPC's. EDIT: The PC/NPC experience portion was changed so that the default amount shown reflects the amount which PC's gain.  If you hover your mouse pointer over the number, it will show the amount which NPC's gain. :D
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Edited 1469468829
Gargamond said: DM MACRO ROLL FOR SURPRISE /me MAY NEED TO KNOW YOUR DEXTERITY REACTION ADJUSTMENT. PLEASE HAVE IT MEMORIZED TO SPEED THIS STEP UP AND TELL IT TO ME NOW. PLEASE ROLL AN ALERTNESS PROFICIENCY CHECK IF YOU HAVE IT. /w gm &{template:default}{{name= SURPRISE CHECK}}{{THE PARTY IS SURPRISED IF=[[D10 ?{ENEMY'S MODIFIER TO SURPRISE THE PARTY. USE A PLUS OR MINUS.|+0}]]≤ [[3]]}}{{THE ENEMY IS SURPRISED IF=[[D10 ?{PARTY'S MODIFIER TO SURPRISE THE ENEMY. USE A PLUS OR MINUS|+0}]]≤[[3]]}} This macro has been edited to make it easier to know whether or not you should use a plus or minus function.  DM entry of a function is actually required.  I actually ran into situations where the party gave a bonus to enemy surprise rolls due to party size and I had to roll several because my entering a plus in the field made the macro malfunction.  With this version, the plus or minus is actually required so fewer malfuntions will occur.  Clarity has been added as to which rolls cause surprise.  Anything less than or equal to an adjusted 3 is surprise, as most DM's know.  Have a nice day. :D
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Edited 1470026835
DM MACRO MAGIC RESISTANCE Lots of monsters have magic resistance.  Here is a quick reference button for you to roll if you have set up a character sheet attribute named "MR" and given it a value equal to the monster's magic resistance. &{template:default}{{name=@{selected|token_name} ROLLS MAGIC RESISTANCE}}{{IF [[d100]]≤[[@{selected|MR}]]=THEN THE SPELL HAS NO EFFECT ON @{selected|token_name}.}}
REPLACE THE ?s WITH THE TARGET NUMBER BASED ON YOUR PRIEST LEVEL FROM TABLE 61: TURNING UNDEAD Turning Undead /me the @{race} @{kit} @{class} uses Turn Undead. &{template:default}{{name=Turning Undead}}{{Turning Attempt=[[1d20]]}}{{Skeleton or 1 HD= [[?]] }}{{Zombies= [[?]] }}{{Ghoul or 2 HD= [[?]] }}{{Shadow or 3–4 HD= [[?]] }}{{Wight or 5 HD= [[?]] }}{{Ghast= [[?]] }}{{Wraith or 6 HD= [[?]] }}{{Mummy or 7 HD= [[?]] }}{{Spectre or 8 HD= [[?]] }}{{Vampire or 9 HD= [[?]] }}{{Ghost or 10 HD= [[?]] }}{{Lich or 11+ HD= [[?]] }}{{Special= [[?]] }}{{# of HD Turned=[[2d6]]}}
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Edited 1470535654
Animal Friendship /me the @{race} @{kit} @{class} casts Animal Friendship. &{template:default}{{name=Animal Friendship (Enchantment/Charm)}}{{Sphere=Animal}}{{Range=[[10]] ft.}}{{Components=V, S, M}}{{Duration=Permanent}}{{Time=[[1]] hr.}}{{Area=[[1]] animal}}{{Save=Neg.}}{{Effect=Up to [[2*@{level}]] HD of unaligned animals with Intelligence [[1]] to [[4]] must save vs. spells or become my friend. I can teach my friend [[3]] simple tricks per [[1]] Intelligence point, but only at the rate of [[1]] trick a week for up to [[3]] months. If I leave my friend alone for [[1]] week I will lose their friendship.}}
Bless /me the @{race} @{kit} @{class} casts Bless. &{template:default}{{name=Bless (Conjuration/Summoning)}}{{Sphere=All}}{{Range=[[60]] ft.}}{{Components=V, S, M}}{{Duration=[[6]] rds.}}{{Time=[[1]] rd.}}{{Area=[[50]]-ft. cube}}{{Save=None}}{{Effect=+[[1]] to attack rolls and saves vs. fear for those not already in melee. Or +[[1]] to attack rolls and saves vs. fear for an item of up to [[1*@{level}]] lb.}}
Combine /me the @{race} @{kit} @{class} casts Combine. &{template:default}{{name=Combine (Evocation)}}{{Sphere=All}}{{Range=Touch}}{{Components=V, S}}{{Duration=Special}}{{Time=[[1]] rd.}}{{Area=Circle of priests}}{{Save=None}}{{Effect=+[[1]] level to turning undead and spell effects for each priest in the circle (max +[[4]]). Each priest in the circle must concentrate on maintaining this effect, and while doing so they lose all AC bonuses for shields and Dexterity.}}
Create Water /me the @{race} @{kit} @{class} casts Create Water. &{template:default}{{name=Create Water (Alteration)}}{{Sphere=Elemental (Water)}}{{Range=[[30]] ft.}}{{Components=V, S, M}}{{Duration=Permanent}}{{Time=[[1]] rd.}}{{Area=Up to [[27]] cu. ft.}}{{Save=None}}{{Effect=Create up to [[4*@{level}]] gallons of clean, drinkable water.}}
Cure Light Wounds /me the @{race} @{kit} @{class} casts Cure Light Wounds on @{target|token_name}. &{template:default}{{name=Cure Light Wounds (Necromancy)}}{{Sphere=Healing}}{{Range=Touch}}{{Components=V, S}}{{Duration=Permanent}}{{Time=[[1d10+5&{tracker}]]}}{{Area=Creature touched}}{{Save=None}}{{Effect=@{target|token_name} heals [[1d8]] points of damage.}}
Detect Evil /me the @{race} @{kit} @{class} casts Detect Evil. &{template:default}{{name=Detect Evil (Divination)}}{{Sphere=All}}{{Range=[[0]]}}{{Components=V, S, M}}{{Duration=[[1]] turn + [[5*@{level}]] rds.}}{{Time=[[1]] rd.}}{{Area=[[5]] ft. by [[120]] ft.}}{{Save=None}}{{Effect=Know the degree of evil for any creature, object, or area and have [[1d100<10]] chance to know its general nature.}}
Detect Magic /me the @{race} @{kit} @{class} casts Detect Magic. &{template:default}{{name=Detect Magic (Divination)}}{{Sphere=Divination}}{{Range=[[0]]}}{{Components=V, S, M}}{{Duration=[[1]] turn}}{{Time=[[1]] rd.}}{{Area=[[5]] ft. by [[30]] ft.}}{{Save=None}}{{Effect=Know the intensity of magical radiations and have [[1d100<10]] chance to know its sphere. This spell is blocked by solid stone, metal, or wood.}}
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Edited 1470452320
Detect Poison /me the @{race} @{kit} @{class} casts Detect Poison. &{template:default}{{name=Detect Poison (Divination)}}{{Sphere=Divination}}{{Range=[[0]]}}{{Components=V, S, M}}{{Duration=[[1]] turn + [[1*@{level}]] rds.}}{{Time=[[1d10+4&{tracker}]]}}{{Area=Special}}{{Save=None}}{{Effect=Know if an object has been poisoned or is poisonous and have [[1d100<[[5*@{level}]]]] chance to know the exact type of poison. One object or a [[5]]-ft. cube can be checked per round.}}
Detect Snares & Pits /me the @{race} @{kit} @{class} casts Detect Snares & Pits. &{template:default}{{name=Detect Snares & Pits (Divination)}}{{Sphere=Divination}}{{Range=[[0]]}}{{Components=V, S, M}}{{Duration=[[4*@{level}]] rds.}}{{Time=[[1d10+4&{tracker}]]}}{{Area=[[5]] ft. by [[40]] ft.}}{{Save=None}}{{Effect=Know if any natural hazards are on my path and the general nature of their danger.}}
Entangle /me the @{race} @{kit} @{class} casts Entangle. &{template:default}{{name=Entangle (Alteration)}}{{Sphere=Plant}}{{Range=[[80]] ft.}}{{Components=V, S, M}}{{Duration=[[1]] turn}}{{Time=[[1d10+4&{tracker}]]}}{{Area=[[40]]-ft. cube}}{{Save=[[1/2]]}}{{Effect=Any creature in the area must save vs. spells or become entangled in plants. A creature that saves can escape the area, moving at only [[10]] ft. per round until out of the area. Any creature entering the area is subject to this effect.}}
Faerie Fire /me the @{race} @{kit} @{class} casts Faerie Fire. &{template:default}{{name=Faerie Fire (Alteration)}}{{Sphere=Weather}}{{Range=[[80]] ft.}}{{Components=V, M}}{{Duration=[[4*@{level}]] rds.}}{{Time=[[1d10+4&{tracker}]]}}{{Area=[[10*@{level}]] sq. ft. within a [[40]]-ft. radius}}{{Save=None}}{{Effect=Outlined objects or creatures are visible at [[80]] ft. in the dark and [[40]] ft. if the viewer is near a bright light source. The number of subjects outlined depends on the number of square feet the caster can affect. +[[2]] to attack rolls vs. outlined creatures in darkness (including moonlit nights). +[[1]] to attack rolls vs. outlined creatures in twilight or better.}}
Invisibility to Animals /me the @{race} @{kit} @{class} casts Invisibility to Animals. &{template:default}{{name=Invisibility to Animals (Alteration)}}{{Sphere=Animal}}{{Range=Touch}}{{Components=S, M}}{{Duration=[[1]] turn + [[1*@{level}]] rds.}}{{Time=[[1d10+4&{tracker}]]}}{{Area=[[1*@{level}]] creatures}}{{Save=None}}{{Effect=You become totally undetectable to normal animals with Intelligence [[6]] or less.}}
I just link the spells to Purple worm like this  Bless (1st) Copy them onto the players spell books... For spells that have an effect that works well with graphics I use something like this: /fx laser @{target|PC|token_id} @{target|Dragon|token_id} @{selected|token_name} fires **Five** missiles at @{target|token_name} doing [[5D4+5]] damage.
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Edited 1470853548
DM MACRO Table 84: TREASURE TYPES The biggest macro EVAR! Please proofread this. :D  Shout out to Goblintrain for this one.  He did the legwork.  I just fixed some mistakes.  I think.... /w GM &{template:default} {{name=TREASURE HOARD}}{{?{Treasure Type?| LAIR A, LAIR TREASURE TYPE: A CP: [[[[d100<25]]*1D3*1000]] SP: [[[[d100<30]]*2D10*100]] GP: [[[[d100<40]]*1D6*1000]] PPorEP YOUR CHOICE: [[[[d100<35]]*3D6*100]] Gems:[[[[d100<60]]*1D4*10]]TYPE[[D100]] ART: [[[[d100<50]]*2D6]]TYPE[[D100]] ANY [[3]] MAGIC ITEMS [[[[d100<30]]*3]]TYPES [[D100]][[D100]][[D100]] | LAIR B, LAIR TREASURE TYPE: B CP: [[[[d100<50]]*1D6*1000]] SP: [[[[d100<25]]*1D3*1000]] GP: [[[[d100<25]]*2D10*100]] PPorEP YOUR CHOICE: [[[[d100<25]]*1D10*100]] Gems:[[[[d100<30]]*1D8*1]]TYPE[[D100]] ART: [[[[d100<20]]*1D4]]TYPE[[D100]] MAGIC ARMOR AND WEAPON [[[[d100<10]]*1]]EACH [[D100]]ARMOR[[D100]]WEAPON | LAIR C,LAIR TREASURE TYPE: C CP: [[[[d100<20]]*1D10*1000]] SP: [[[[d100<30]]*1D3*1000]] GP: NONE PPorEP YOUR CHOICE: [[[[d100<10]]*1D6*100]] Gems:[[[[d100<25]]*1D6*1]]TYPE[[D100]] ART: [[[[d100<20]]*1D3]]TYPE[[D100]] ANY [[2]] MAGIC ITEMS [[[[d100<10]]*2]]TYPES [[D100]][[D100]] | LAIR D,LAIR TREASURE TYPE: D CP: [[[[d100<10]]*1D6*1000]] SP: [[[[d100<15]]*1D10*1000]] GP: [[[[d100<50]]*1D3*1000]] PPorEP YOUR CHOICE: [[[[d100<15]]*1D6*100]] Gems:[[[[d100<30]]*1D10*1]]TYPE[[D100]] ART: [[[[d100<25]]*1D6]]TYPE[[D100]] ANY [[2]] PLUS [[1]] POTION [[[[d100<15]]*3]]TYPES [[D100]][[D100]] AND POTION [[D100]] | LAIR E, LAIR TREASURE TYPE: E CP: [[[[d100<5]]*1D6*1000]] SP: [[[[d100<25]]*1D10*1000]] GP: [[[[d100<25]]*1D4*1000]] PPorEP YOUR CHOICE: [[[[d100<25]]*3D6*100]] Gems:[[[[d100<15]]*1D12*1]]TYPE[[D100]] ART: [[[[d100<10]]*1D6]]TYPE[[D100]] ANY [[3]] AND [[1]] SCROLL [[[[d100<25]]*4]]TYPES [[D100]][[D100]][[D100]] AND SCROLL[[D100]] | LAIR F, LAIR TREASURE TYPE: F CP: NONE SP: [[[[d100<30]]*3D6*1000]] GP: [[[[d100<40]]*1D6*1000]] PPorEP YOUR CHOICE: [[[[d100<35]]*1D4*1000]] Gems:[[[[d100<60]]*2D10*1]]TYPE[[D100]] ART: [[[[d100<50]]*1D8]]TYPE[[D100]] ANY [[5]] EXCEPT WEAPONS [[[[d100<30]]*5]]TYPES [[D100]][[D100]][[D100]] | LAIR G,LAIR TREASURE TYPE: G CP: NONE SP: NONE GP: [[[[d100<50]]*2D10*1000]] PPorEP YOUR CHOICE: [[[[d100<50]]*1D10*1000]] Gems:[[[[d100<30]]*3D6*1]]TYPE[[D100]] ART: [[[[d100<25]]*1D6]]TYPE[[D100]] ANY [[5]]MAGIC ITEMS [[[[d100<35]]*5]]TYPES [[D100]][[D100]][[D100]][[D100]][[D100]] | LAIR H, LAIR TREASURE TYPE: H CP: [[[[d100<25]]*3D6*1000]] SP: [[[[d100<40]]*2D10*1000]] GP: [[[[d100<55]]*2D10*1000]] PPorEP YOUR CHOICE: [[[[d100<40]]*1D8*1000]] Gems:[[[[d100<50]]*3D10*1]]TYPE[[D100]] ART: [[[[d100<50]]*2D10]]TYPE[[D100]] ANY [[6]] MAGIC ITEMS [[[[d100<15]]*3]]TYPES [[D100]][[D100]][[D100]][[D100]][[D100]][[D100]] | LAIR I, LAIR TREASURE TYPE: I CP: NONE SP: NONE GP: NONE PPorEP YOUR CHOICE: [[[[d100<30]]*1D6*100]] Gems:[[[[d100<55]]*2D6*1]]TYPE[[D100]] ART: [[[[d100<50]]*2D4]]TYPE[[D100]] ANY [[1]] MAGIC ITEM [[[[d100<15]]*1]] TYPE [[D100]] | INDIVIDUAL J, INDIVIDUAL TREASURE TYPE: J CP: [[3D8]] | INDIVIDUAL K, INDIVIDUAL TREASURE TYPE: K Silver: [[3D6]] | INDIVIDUAL L, INDIVIDUAL TREASURE TYPE: L PPorEP YOUR CHOICE: [[2D6]] | INDIVIDUAL M, INDIVIDUAL TREASURE TYPE: M GOLD: [[2D4]] | INDIVIDUAL N, INDIVIDUAL TREASURE TYPE: N PPorEP YOUR CHOICE:[[D6]] | INDIVIDUAL O, INDIVIDUAL TREASURE TYPE: O CP:[[D4*10]] SP: [[D3*10]] | INDIVIDUAL P, INDIVIDUAL TREASURE TYPE: P SP: [[D6*10]] PPorEP YOUR CHOICE:[[D20]] | INDIVIDUAL Q, INDIVIDUAL TREASURE TYPE: Q GEMS: [[D4]] | INDIVIDUAL R, INDIVIDUAL TREASURE TYPE: R GP: [[2D10]] PP: [[D6*10]] GEMS: [[2D4]] ART: [[D3]] TYPE [[100]] | INDIVIDUAL S, INDIVIDUAL TREASURE TYPE: S BATCH OF POTIONS: [[D8]] TYPE [[D6]][[D20]] | INDIVIDUAL T, INDIVIDUAL TREASURE TYPE: T BATCH OF SCROLLS: [[D4]] SCROLL(S) OF TYPE [[D6]][[D20]] | SMALL LAIR U, SMALL LAIR TREASURE TYPE: U CP: NONE SP: NONE GP: NONE PPorEP YOUR CHOICE: NONE Gems:[[[[d100<90]]*2D8*1]]TYPE[[D100]] ART: [[[[d100<80]]*1D6]]TYPE[[D100]] ANY [[1]] MAGIC ITEM [[[[d100<70]]*1]] TYPE [[D100]] | INDIVIDUAL V, INDIVIDUAL TREASURE TYPE: V ANY [[2]] MAGIC ITEMS: TYPES [[D100]][[D100]] | SMALL LAIR W, SMALL LAIR TREASURE TYPE: W CP: NONE SP: NONE GP: [[5D6]] PPorEP YOUR CHOICE: [[D8]] Gems:[[[[d100<60]]*2D8*1]]TYPE[[D100]] ART: [[[[d100<50]]*1D8]]TYPE[[D100]] ANY [[2]] MAGIC ITEMS [[[[d100<60]]*3]]TYPES [[D100]][[D100]] | INDIVIDUAL X, INDIVIDUAL TREASURE TYPE: X ANY [[2]] POTIONS OF TYPE [[D100]] | INDIVIDUAL Y, INDIVIDUAL TREASURE TYPE: Y GOLD: [[2D6*100]] | SMALL LAIR Z, SMALL LAIR TREASURE TYPE: Z CP: [[1D3*100]] SP: [[1D4*100]] GP: [[1D6*100]] PPorEP YOUR CHOICE: [[1D4*100]] Gems:[[[[d100<55]]*1D6*1]]TYPE[[D100]] ART: [[[[d100<50]]*2D6]]TYPE[[D100]] ANY [[3]] MAGIC ITEMS [[[[d100<50]]*3]]TYPES [[D100]][[D100]][[D100]]}}}
RANGER'S CHANCE TO TRACK Did you know Rangers get better at tracking as they gain levels?  I completely forgot about that.  Knowing I would forget again, I wrote this macro.  Paste it into your Ranger's proficiency check adjustment for tracking field, and forget about it. :D  You're welcome.  +[[floor(@{level}/3)]]
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Edited 1471410932
RANGER'S ANIMAL EMPATHY Rangers get friendly with animals.  A lot. D: /w gm &{template:default}{{name=@{selected|token_name} USES ANIMAL EMPATHY ON @{target|token_name}}}{{DOMESTICATED OR NON-HOSTILE ANIMALS=BEFRIEND @{selected|token_name} AUTOMATICALLY}}{{WILD ANIMALS OR TRAINED ATTACK ANIMALS SAVE VS RODS WITH=A -[[ceil(@{level}/3)]] PENALTY TO THE SAVING THROW.}}{{AFFECTED CREATURES ROLL ENCOUNTER REACTIONS WITH @{selected|token_name} NORMALLY=@{selected|token_name} MAY ADJUST THAT CREATURE'S REACTIONS UP OR DOWN BY ONE WHOLE CATEGORY.}}
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Edited 1472796969
DM MACRO ENCOUNTER CHECKS AND CALENDAR DATA MOAR MACROS! For DM's who use random encounters and a calendar, this new version of the Encounter Checks macro is much easier to follow, and it has a built-in way to record the date and weather for easy reference between encounters. You may need to change the calendar data in the macro to fit your campaign history and culture. (Or apocalytic weather patterns like raining fire.) :D /w gm &{template:default}{{name=?{MONTH?| JANUARY | FEBRUARY | MARCH | APRIL | MAY | JUNE | JULY | AUGUST | SEPTEMBER | OCTOBER | NOVEMBER | DECEMBER} ?{WHAT IS THE DATE?|1}, YEAR ?{YEAR OF THE AEON?|10} OF THE 5TH AEON. THE WEATHER IS ?{WEATHER?| BECALMED | LIGHT BREEZE | FAVORABLE | STRONG WINDS | STORM | GALE | HURRICANE} WITH ?{PRECIPITATION?| RAIN | SNOW | NO PRECIPITATION}}}{{?{WHICH TERRAIN? | PLAINS, PLAINS ENCOUNTERS [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]AM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]PM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]PM-AM | SCRUB, SCRUB ENCOUNTERS [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]AM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]PM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]PM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]AM NEXT DAY | FOREST, FOREST ENCOUNTERS [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]AM [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]AM-PM [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]PM [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]PM [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]PM-AM [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]AM NEXT DAY | DESERT, DESERT ENCOUNTERS [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]AM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]PM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]AM NEXT DAY | HILLS, HILLS ENCOUNTERS [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]AM-PM [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]PM [[D10<2]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]AM NEXT DAY | MOUNTAINS, MOUNTAINS ENCOUNTERS [[D10<3]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]AM [[D10<3]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]PM [[D10<3]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]PM-AM | SWAMP, SWAMP ENCOUNTERS [[D10<4]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]AM [[D10<4]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]AM-PM [[D10<4]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]PM [[D10<4]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]PM [[D10<4]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]PM-AM [[D10<4]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]AM NEXT DAY | JUNGLE, JUNGLE ENCOUNTERS [[D10<3]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]AM [[D10<3]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]AM-PM [[D10<3]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]PM [[D10<3]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]PM [[D10<3]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]PM-AM | OCEAN, OCEAN ENCOUNTERS [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]AM-PM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[10+D4]]PM-AM | ARCTIC, ARCTIC ENCOUNTERS [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[2+D4]]PM [[D10<1]]:[[D12+D8]] [[D100]]% TIME:[[6+D4]]PM}}}
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Edited 1479499448
DM MACRO THE NEW ENCOUNTER REACTIONS CHECK Do you roll reactions when your players ask/tell NPC's to do things?  I do!  Here is the new version of my reactions macro.  It incorporates table 59:Encounter Reactions in the AD&D 2E DMG so you don't have to open up the book anymore. To use this macro, simply select the PC to roll reactions, press the macro button, and target the NPC with whom they are conversing. Now fill in the PC's racial reactions modifier with the NPC (Grey elves, for example, react with non-elves at a -3 penalty) and finally choose the PC's overall demeanor with the NPC from the dropdown menu. :D /w gm &{template:default}{{name=@{selected|token_name}'S CHARISMA ROLLS A [[2d10-(@{selected|chareact})-(?{MISCELLANEOUS MODIFIER|+0})]] IN ENCOUNTER REACTIONS WITH @{target|token_name}}}{{?{PLAYER CHARACTER IS |FRIENDLY, PLAYER ACTED FRIENDLY FRIENDLY [[2]] TO [[7]] INDIFFERENT [[8]] TO [[11]] CAUTIOUS [[12]] TO [[15]] THREATENING [[16]] TO [[18]] HOSTILE [[19]] TO [[20]] |INDIFFERENT, PLAYER ACTED INDIFFERENT FRIENDLY [[2]] TO [[6]] INDIFFERENT [[7]] TO [[11]] CAUTIOUS [[12]] TO [[14]] THREATENING [[15]] TO [[18]] HOSTILE [[19]] TO [[20]] |THREATENING, PLAYER ACTED THREATENING FRIENDLY [[2]] TO [[3]] CAUTIOUS [[4]] TO [[9]] THREATENING [[10]] TO [[15]] HOSTILE [[16]] TO [[20]] |HOSTILE, PLAYER ACTED HOSTILE FLIGHT [[2]] TO [[5]] CAUTIOUS [[6]] TO [[8]] THREATENING [[9]] TO [[12]] HOSTILE [[13]] TO [[20]]}}}
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Edited 1473732985
BARDIC INFLUENCE REACTIONS /w gm &{template:default}{{name=@{selected|token_name} PERFORMS TO INFLUENCE REACTIONS}}{{NPC'S WITHIN [[90]] FEET ROLL SAVES VS PARALYZATION WITH=A -[[ceil(@{level}/3)]] PENALTY TO THE SAVING THROW.}}{{AFFECTED CREATURES ROLL ENCOUNTER REACTIONS WITH @{selected|token_name} NORMALLY=@{selected|token_name} MAY ADJUST THAT CREATURE'S REACTIONS UP OR DOWN BY ONE WHOLE CATEGORY.}}
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Edited 1473732997
BARDIC RALLY ALLIES &{template:default}{{name=@{selected|token_name} PERFORMS TO RALLY ALLIES}}{{AFTER CONCENTRATING ON @{selected|token_name} FOR 3 FULL ROUND ACTIONS, CHARACTERS WHOM ARE FRIENDLY TO @{selected|token_name} AND ARE WITHIN [[@{selected|level}*10]] FEET OF @{selected|token_name}=RECEIVE ?{ONE OF THE FOLLOWING THREE BENEFITS| ATTACK ROLL BONUS, PLUS ONE TO ATTACK ROLLS | SAVING THROW BONUS, PLUS ONE TO SAVING THROWS | MORALE BONUS, PLUS TWO TO MORALE} FOR [[@{selected|level}]] ROUND(S)}}
BARDIC COUNTER SONG &{template:default}{{name=@{selected|token_name} PERFORMS A COUNTER SONG}}{{FOR AS LONG AS @{selected|token_name} FULFILLS THE FOLLOWING CONDITIONS: IMMEDIATELY SAVE VS. SPELL, TAKE NO DAMAGE, MAKE ALL SAVING THROWS, WALK AT HALF MOVEMENT RATE=EVERYTHING WITHIN [[30]] FEET OF @{selected|token_name} IS IMMUNE TO VERBAL CHARM-RELATED SPELLS AND EFFECTS AS WELL AS ANY KIND OF SONIC ATTACKS.}}
BARDIC LEGEND LORE &{template:default}{{name=@{selected|token_name} PERFORMS LEGEND LORE ON THE ?{NAME OF THE ITEM}}}{{@{selected|token_name} SCRUTINIZES THE ITEM FOR [[D10]] ROUNDS. AT THE END OF THAT TIME @{selected|token_name} KNOWS=[[D100<@{selected|level}*5]] BIT(S) OF HISTORY ABOUT THE ITEM, [[D100<@{selected|level}]] FUNCTION(S) OF THE ITEM, AND IF [[D100]]≤[[1]], @{selected|token_name} KNOWS EVERYTHING THERE IS TO BE KNOWN ABOUT THE ITEM.}}
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Edited 1473750759
NPC MAGIC ITEMS According to the monster manual, NPC's are supposed to have a chance to have magical items or something.  Who'd 'o' thunk it?  /w GM &{template:default} {{name=@{selected|token_name}'S MAGICAL ITEMS}}{{?{SELECT THE NPC TYPE|HUMAN WARRIOR, HUMAN WARRIOR [[D100<[[@{selected|level}*5]]]] ARMOR(S) [[D100<[[@{selected|level}*5]]]] SHIELD(S) [[D100<[[@{selected|level}*5]]]] SWORD(S) [[D100<[[@{selected|level}*5]]]] MISC. WEAPON(S) [[D100<[[@{selected|level}*5]]]] POTION(S) | HUMAN WIZARD, HUMAN WIZARD [[D100<[[@{selected|level}*5]]]] SCROLL(S) [[D100<[[@{selected|level}*5]]]] RING(S) [[D100<[[@{selected|level}*5]]]] ROD OR STAFF OR WAND(S) [[D100<[[@{selected|level}*5]]]] MISC. MAGIC(S) | HUMAN PRIEST, HUMAN PRIEST [[D100<[[@{selected|level}*5]]]] ARMOR(S) [[D100<[[@{selected|level}*5]]]] SHIELD(S) [[D100<[[@{selected|level}*5]]]] MISC. WEAPON(S) [[D100<[[@{selected|level}*5]]]] POTION(S) [[D100<[[@{selected|level}*5]]]] SCROLL(S) [[D100<[[@{selected|level}*5]]]] MISC. MAGIC(S) | HUMAN ROGUE, HUMAN ROGUE [[D100<[[@{selected|level}*5]]]] SHIELD(S) [[D100<[[@{selected|level}*5]]]] SWORD(S) [[D100<[[@{selected|level}*5]]]] MISC. WEAPON(S) [[D100<[[@{selected|level}*5]]]] POTION(S) [[D100<[[@{selected|level}*5]]]] RING(S) [[D100<[[@{selected|level}*5]]]] MISC. MAGIC(S) | ELVEN WARRIOR OR MULTICLASS WARRIOR, ELVEN WARRIOR OR MULTICLASS WARRIOR [[D100<[[@{selected|level}*10]]]] ARMOR(S) [[D100<[[@{selected|level}*10]]]] SHIELD(S) [[D100<[[@{selected|level}*10]]]] SWORD(S) [[D100<[[@{selected|level}*10]]]] MISC. WEAPON(S) [[D100<[[@{selected|level}*10]]]] POTION(S) | ELVEN WIZARD OR MULTICLASS WIZARD, ELVEN WIZARD OR MULTICLASS WIZARD [[D100<[[@{selected|level}*10]]]] SCROLL(S) [[D100<[[@{selected|level}*10]]]] RING(S) [[D100<[[@{selected|level}*10]]]] ROD OR STAFF OR WAND(S) [[D100<[[@{selected|level}*10]]]] MISC. MAGIC(S) | DWARVEN WARRIOR OR MULTICLASS WARRIOR PRIEST, DWARVEN WARRIOR OR MULTICLASS WARRIOR PRIEST [[D100<[[@{selected|level}*10]]]] ARMOR(S) [[D100<[[@{selected|level}*10]]]] SHIELD(S) [[D100<[[@{selected|level}*10]]]] SWORD(S) [[D100<[[@{selected|level}*10]]]] MISC. WEAPON(S) [[D100<[[@{selected|level}*10]]]] POTION(S) | DWARVEN PRIEST OR MULTICLASS PRIEST, DWARVEN PRIEST OR MULTICLASS PRIEST [[D100<[[@{selected|level}*10]]]] ARMOR(S) [[D100<[[@{selected|level}*10]]]] SHIELD(S) [[D100<[[@{selected|level}*10]]]] MISC. WEAPON(S) [[D100<[[@{selected|level}*10]]]] POTION(S) [[D100<[[@{selected|level}*10]]]] SCROLL(S) [[D100<[[@{selected|level}*10]]]] MISC. MAGIC(S)}}} I would have also put Gnomes and Halflings in this macro, but sadly, I can't put a "keep" dice reference inside of a roll query. Because Roll20.  Here's what that would have looked like: | GNOMISH WIZARD, GNOMISH WIZARD [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] ARMOR [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] MISC WEAPON [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] SCROLL(S) [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] RING(S) [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] ROD OR STAFF OR WAND(S) [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] MISC. MAGIC(S) | GNOMISH PRIEST, GNOMISH PRIEST [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] ARMOR(S) [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] SHIELD(S) [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] MISC. WEAPON(S) [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] POTION(S) [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] SCROLL(S) [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] MISC. MAGIC(S) | ALL OTHER GNOMES, ALL OTHER GNOMES [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] ARMOR [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] MISC WEAPON | ALL HALFLINGS, ALL HALFLINGS [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] ARMOR [[D100<[[({0,@{selected|level}-5}kh1)*10]]]] MISC. WEAPON}}}
WILD MAGIC Got a wild mage? Didn't think so. This macro has a link directly to the table. &nbsp;I would have used purple worm but none of the links would work for me. &nbsp;My bad. Have a nice day. :D /w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{LEVEL} @{KIT} @{CLASS} CASTS WILD MAGIC}}{{LEVEL VARIATION=[[D20]]}}{{WILD SURGE=[[D100]]}} /w gm <a href="https://www.scribd.com/document/160174990/Wild-Magic-Tables" rel="nofollow">https://www.scribd.com/document/160174990/Wild-Magic-Tables</a>
The new Learn a Spell macro /w gm &{template:default}{{name=@{selected|token_name}, THE LEVEL @{level} ADVENTURER ATTEMPTS TO LEARN THE ?{WHAT IS THE NAME OF THE SPELL?} SPELL}}{{[[1D100&lt;(?{IF YOU ARE A SPECIALIST IS THIS SPELL IN YOUR SPECIALTY?|NOT A SPECIALIST, 0|YES, 10|NO, -5}+({(@{intchance})+?{BONUS TO LEARN A SPELL FOR SUCCESSFUL RESEARCH SCRIBE AND OR THAUMATURGY PROFICIENCIES|0|5|10|15}))]] SUCCESSES=[[D6-1+?{SPELL LEVEL OF THE SPELL}]] PAGES OF YOUR SPELLBOOK ARE SPENT.}}
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Edited 1478394559
THE NEW GENERAL CHECK After quite a few problems arose with my old ability and skill check macros, I rewrote them in one macro. /w gm &{template:default}{{name=@{selected|token_name} CHECKS FOR SUCCESS}}{{?{WHICH ABILITY OR SKILL WILL YOU USE?| STRENGTH, STRENGTH CHECK [[D20&lt;[[@{selected|Strength}| DEXTERITY, DEXTERITY CHECK [[D20&lt;[[@{selected|Dexterity}| CONSTITUION, CONSTITUTION CHECK [[D20&lt;[[@{selected|Constitution}| INTELLIGENCE, INTELLIGENCE CHECK [[D20&lt;[[@{selected|Intelligence}| WISDOM, WISDOM CHECK [[D20&lt;[[@{selected|Wisdom}| CHARISMA, CHARISMA CHECK [[D20&lt;[[@{selected|Charisma}| CLIMB WALLS, CLIMB WALLS CHECK [[D100&lt;[[@{selected|cwt}| DETECT NOISE, DETECT NOISE CHECK [[D100&lt;[[@{selected|dnt}| PICK POCKETS, PICK POCKETS CHECK [[D100&lt;[[@{selected|ppt}| OPEN LOCKS, OPEN LOCKS CHECK [[D100&lt;[[@{selected|olt}| FIND AND REMOVE TRAPS, FIND AND REMOVE TRAPS CHECK [[D100&lt;[[@{selected|rtt}| MOVE SILENTLY, MOVE SILENTLY CHECK [[D100&lt;[[@{selected|mst}| HIDE IN SHADOWS, HIDE IN SHADOWS CHECK [[D100&lt;[[@{selected|hst}| READ LANGUAGES, READ LANGUAGES CHECK [[D100&lt;[[@{selected|rlt}}?{MISCELLANEOUS MODIFIER|+0}]]]] SUCCESS(ES)}}
1478307823

Edited 1478465182
THE NEW INITIATIVE MACRO /w gm &{template:default}{{name=@{selected|token_name} ROLLS FOR INITIATIVE}}{{?{WHICH ACTION WILL YOU TAKE?|@{selected|weaponname}, @{selected|weaponname} = [[D10+@{selected|weapspeed}| @{selected|repeating_weapons_$0_weaponname}, @{selected|repeating_weapons_$0_weaponname} = [[D10+@{selected|repeating_weapons_$0_weapspeed}| @{selected|repeating_weapons_$1_weaponname}, @{selected|repeating_weapons_$1_weaponname} = [[D10+@{selected|repeating_weapons_$1_weapspeed}| @{selected|repeating_weapons_$2_weaponname}, @{selected|repeating_weapons_$2_weaponname} = [[D10+@{selected|repeating_weapons_$2_weapspeed}| @{selected|repeating_weapons_$3_weaponname}, @{selected|repeating_weapons_$3_weaponname} = [[D10+@{selected|repeating_weapons_$3_weapspeed}| @{selected|repeating_weapons_$4_weaponname}, @{selected|repeating_weapons_$4_weaponname} = [[D10+@{selected|repeating_weapons_$4_weapspeed}| @{selected|repeating_weapons_$5_weaponname}, @{selected|repeating_weapons_$5_weaponname} = [[D10+@{selected|repeating_weapons_$5_weapspeed}| MEDIUM OR SMALL CREATURE UNARMED ACTION, MEDIUM OR SMALL CREATURE UNARMED ACTION = [[D10+3| LARGE CREATURE UNARMED ACTION, LARGE CREATURE UNARMED ACTION = [[D10+6| HUGE CREATURE UNARMED ACTION, HUGE CREATURE UNARMED ACTION = [[D10+9| GARGANTUAN CREATURE UNARMED ACTION, GARGANTUAN CREATURE UNARMED ACTION = [[D10+12| TINY CREATURE UNARMED ACTION, TINY CREATURE UNARMED ACTION = [[D10+0| INNATE SPELL ABILITY, INNATE SPELL ABILITY = [[D10+3| MISCELLANEOUS MAGIC ITEM, MISCELLANEOUS MAGIC ITEM = [[D10+3| POTION, POTION = [[D10+4| RING, RING = [[D10+3| ROD, ROD = [[D10+1| STAFF, STAFF = [[D10+2| WAND, WAND = [[D10+3}?{MISCELLANEOUS MODIFIER|+0}&{tracker}]]}}
1478345129

Edited 1478345744
Elena S.
Sheet Author
Looked through and tested the new Initiative Macro and made a few minor syntax tweaks, as well as added the code for the fixed weapon slot on the character sheet. The Carriage returns before the vertical divider for the option select query were preventing it from including the Miscellaneous Adjustments return in the calculation so I moved the carriage returns to after the vertical divider and it now includes that in the calculation. Ran into this problem while writing macros for the 5e sheet white space in a calculation is bad... though I actually figured out how to take advantage of it in certain macros. So anyhow, here's the fixed macro with everything working as intended: One note for others using this macro! If you don't have enough weapon slots active on the character sheet it will spam a ton of errors into the chat log while trying to resolve the query dialog! I set up the character sheets on my campaign to put place holder values in each field when a new weapon is added to the chart to help mitigate the error spam, and added enough weapons so that the macro isn't looking for something that doesn't exist and that there are no Null Value returns. I strongly advise to do the same before you give out new character sheets with this macro embedded. /w gm &{template:default}{{name=@{selected|token_name} ROLLS FOR INITIATIVE}}{{?{WHICH ACTION WILL YOU TAKE?|@{selected|weaponname}, @{selected|weaponname} = [[D10+@{selected|weapspeed}| @{selected|repeating_weapons_$0_weaponname}, @{selected|repeating_weapons_$0_weaponname} = [[D10+@{selected|repeating_weapons_$0_weapspeed}| @{selected|repeating_weapons_$1_weaponname}, @{selected|repeating_weapons_$1_weaponname} = [[D10+@{selected|repeating_weapons_$1_weapspeed}| @{selected|repeating_weapons_$2_weaponname}, @{selected|repeating_weapons_$2_weaponname} = [[D10+@{selected|repeating_weapons_$2_weapspeed}| @{selected|repeating_weapons_$3_weaponname}, @{selected|repeating_weapons_$3_weaponname} = [[D10+@{selected|repeating_weapons_$3_weapspeed}| @{selected|repeating_weapons_$4_weaponname}, @{selected|repeating_weapons_$4_weaponname} = [[D10+@{selected|repeating_weapons_$4_weapspeed}| @{selected|repeating_weapons_$5_weaponname}, @{selected|repeating_weapons_$5_weaponname} = [[D10+@{selected|repeating_weapons_$5_weapspeed}| MEDIUM OR SMALL CREATURE UNARMED ACTION, MEDIUM OR SMALL CREATURE UNARMED ACTION = [[D10+3| LARGE CREATURE UNARMED ACTION, LARGE CREATURE UNARMED ACTION = [[D10+6| HUGE CREATURE UNARMED ACTION, HUGE CREATURE UNARMED ACTION = [[D10+9| GARGANTUAN CREATURE UNARMED ACTION, GARGANTUAN CREATURE UNARMED ACTION = [[D10+12| TINY CREATURE UNARMED ACTION, TINY CREATURE UNARMED ACTION = [[D10+0| INNATE SPELL ABILITY, INNATE SPELL ABILITY = [[D10+3| MISCELLANEOUS MAGIC ITEM, MISCELLANEOUS MAGIC ITEM = [[D10+3| POTION, POTION = [[D10+4| RING, RING = [[D10+3| ROD, ROD = [[D10+1| STAFF, STAFF = [[D10+2| WAND, WAND = [[D10+3}?{MISCELLANEOUS MODIFIER|+0}&{tracker}]]}}
I'm was having trouble with the new Learn Spell Macro, as written it doesn't seem to actually roll anything. I played with it and came up with: /w gm &{template:default}{{name=@{selected|token_name}, THE LEVEL @{level} ADVENTURER ATTEMPTS TO LEARN THE ?{WHAT IS THE NAME OF THE SPELL?} SPELL}}{{[[d100&lt;[[@{intchance}+?{IF YOU ARE A SPECIALIST IS THIS SPELL IN YOUR SPECIALTY|NOT A SPECIALIST,0|YES,10|NO,-5}+?{BONUS TO LEARN A SPELL FOR SUCCESSFUL RESEARCH SCRIBE AND OR THAUMATURGY PROFICIENCIES|0|5|10|15}]]]] = SUCCESSES}}{{[[D4+?{SPELL LEVEL OF THE SPELL?|1st,1|2nd,2|3rd,3|4th,4|5th,5|6th,6|7th,7|8th,8|9th,9}]] = PAGES OF YOUR SPELLBOOK ARE USED.}} The reworked macro returns the total of all the variables as an integer via a nested roll. Seems to work better this way, of course it doesn't show the math for the nested roll, just the total which is a bit of a drawback.
1478372881
Gold
Forum Champion
Thanks for adding on more 2E macro tweaks here. Good work!
1478386405

Edited 1478739805
Thanks, Elena. You're the best. Looks like your learn spell macro needs a D6-1 though. /w gm &{template:default}{{name=@{selected|token_name}, THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO LEARN THE ?{WHAT IS THE NAME OF THE SPELL?} SPELL}}{{[[d100&lt;[[@{selected|intchance}+?{IF YOU ARE A SPECIALIST IS THIS SPELL IN YOUR SPECIALTY|NOT A SPECIALIST,0|YES,10|NO,-5}+?{BONUS TO LEARN A SPELL FOR SUCCESSFUL SCRIBE AND OR THAUMATURGY PROFICIENCIES|0|5|10}]]]] = SUCCESSES}}{{[[D6-1+?{SPELL LEVEL OF THE SPELL?|1st,1|2nd,2|3rd,3|4th,4|5th,5|6th,6|7th,7|8th,8|9th,9}]] = PAGES OF YOUR SPELLBOOK ARE USED.}}
Tyrone said: Gold said: Tyrone said: I have developed a number of macros that have the Saving Throw numbers needed in a compact and easy to see table. This is to make things easier for DM's so that they don't have to constantly refer to the PHB or some other source for the numbers.&nbsp; This looks pretty sweet, and, I think the numbers given work for Monsters of the HD listed, or possibly for Warriors also? I didn't see if these give the Saving Throw targets for Priest, Mage, and Rogue, does it? Yes, it would work for Warriors as well, but the main aim was to make it easier for DM's to work out the Saving Throw number of whatever creature is Saving by comparing the HD value. For the other classes, the numbers need only be substituted with the appropriate class Saving Throw, if that makes sense. I did expand the awesome Tyrone work and complied macros for all tables Cleric; /desc Dm rolling dice.. /w gm priest monsters&priests table /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{1-3HD=[[10]]}}{{4-6HD=[[9]]}}{{7-9HD=[[7]]}}{{10-12HD=[[6]]}}{{13-15HD=[[5]]}}{{16-18HD=[[4]]}}{{19+HD=[[2]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{1-3HD=[[14]]}}{{4-6HD=[[13]]}}{{7-9HD=[[11]]}}{{10-12HD=[[10]]}}{{13-15HD=[[9]]}}{{16-18HD=[[8]]}}{{19+HD=[[6]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§ Petrification/Polymorph Saving Throw}}{{1-3HD=[[13]]}}{{4-6HD=[[12]]}}{{7-9HD=[[10]]}}{{10-12HD=[[9]]}}{{13-15HD=[[8]]}}{{16-18HD=[[7]]}}{{19+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§ Breath Weapon Saving Throw}}{{1-3HD=[[16]]}}{{4-6HD=[[15]]}}{{7-9HD=[[13]]}}{{10-12HD=[[12]]}}{{13-15HD=[[11]]}}{{16-18HD=[[10]]}}{{19+HD=[[8]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§§ Spell Saving Throw}}{{1-3HD=[[15]]}}{{4-6HD=[[14]]}}{{7-9HD=[[12]]}}{{10-12HD=[[11]]}}{{13-15HD=[[10]]}}{{16-18HD=[[9]]}}{{19+HD=[[7]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm §:Excluding polymorph wand attacks. /w gm §§:Excluding those that cause petrification or polymorph. /w gm §§§:Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc. Mages: /desc Dm rolling dice.. /w gm mages&monster-mages table /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{1-5HD=[[14]]}}{{6-10HD=[[13]]}}{{11-15HD=[[11]]}}{{16-20HD=[[10]]}}{{21+HD=[[8]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{1-5HD=[[11]]}}{{6-10HD=[[9]]}}{{11-15HD=[[7]]}}{{16-20HD=[[5]]}}{{21+HD=[[3]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§ Petrification/Polymorph Saving Throw}}{{1-5HD=[[13]]}}{{6-10HD=[[11]]}}{{11-15HD=[[9]]}}{{16-20HD=[[7]]}}{{21+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§ Breath Weapon Saving Throw}}{{1-5HD=[[15]]}}{{6-10HD=[[13]]}}{{11-15HD=[[11]]}}{{16-20HD=[[9]]}}{{21+HD=[[7]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§§ Spell Saving Throw}}{{1-5HD=[[12]]}}{{6-10HD=[[10]]}}{{11-15HD=[[8]]}}{{16-20HD=[[6]]}}{{21+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm §:Excluding polymorph wand attacks. /w gm §§:Excluding those that cause petrification or polymorph. /w gm §§§:Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc. Rogues: /desc Dm rolling dice.. /w gm rogue monsters&rogues table /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{1-4HD=[[13]]}}{{5-8HD=[[12]]}}{{9-12HD=[[11]]}}{{13-16HD=[[10]]}}{{17-20HD=[[9]]}}{{21+HD=[[8]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{1-4HD=[[14]]}}{{5-8HD=[[12]]}}{{9-12HD=[[10]]}}{{13-16HD=[[8]]}}{{17-20HD=[[6]]}}{{21+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§ Petrification/Polymorph Saving Throw}}{{1-4HD=[[12]]}}{{5-8HD=[[11]]}}{{9-12HD=[[10]]}}{{13-16HD=[[9]]}}{{17-20HD=[[8]]}}{{21+HD=[[7]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§ Breath Weapon Saving Throw}}{{1-4HD=[[16]]}}{{5-8HD=[[15]]}}{{9-12HD=[[14]]}}{{13-16HD=[[13]]}}{{17-20HD=[[12]]}}{{21+HD=[[11]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§§ Spell Saving Throw}}{{1-4HD=[[15]]}}{{5-8HD=[[13]]}}{{9-12HD=[[11]]}}{{13-16HD=[[9]]}}{{17-20HD=[[7]]}}{{21+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm §:Excluding polymorph wand attacks. /w gm §§:Excluding those that cause petrification or polymorph. /w gm §§§:Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc. Warriors: /desc Dm rolling dice.. /w gm monsters&warriors table /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{0HD=[[16]]}}{{1-2HD=[[14]]}}{{3-4HD=[[13]]}}{{5-6HD=[[11]]}}{{7-8HD=[[10]]}}{{9-10HD=[[8]]}}{{11-12HD=[[7]]}}{{13-14HD=[[5]]}}{{15-16HD=[[4]]}}{{17+HD=[[3]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{0HD=[[18]]}}{{1-2HD=[[16]]}}{{3-4HD=[[15]]}}{{5-6HD=[[13]]}}{{7-8HD=[[12]]}}{{9-10HD=[[10]]}}{{11-12HD=[[9]]}}{{13-14HD=[[7]]}}{{15-16HD=[[6]]}}{{17+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§ Petrification/Polymorph Saving Throw}}{{0HD=[[17]]}}{{1-2HD=[[15]]}}{{3-4HD=[[14]]}}{{5-6HD=[[12]]}}{{7-8HD=[[11]]}}{{9-10HD=[[9]]}}{{11-12HD=[[8]]}}{{13-14HD=[[6]]}}{{15-16HD=[[5]]}}{{17+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§ Breath Weapon Saving Throw}}{{0HD=[[20]]}}{{1-2HD=[[17]]}}{{3-4HD=[[16]]}}{{5-6HD=[[13]]}}{{7-8HD=[[12]]}}{{9-10HD=[[9]]}}{{11-12HD=[[8]]}}{{13-14HD=[[5]]}}{{15-16HD=[[4]]}}{{17+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§§ Spell Saving Throw}}{{0HD=[[19]]}}{{1-2HD=[[17]]}}{{3-4HD=[[16]]}}{{5-6HD=[[14]]}}{{7-8HD=[[13]]}}{{9-10HD=[[11]]}}{{11-12HD=[[10]]}}{{13-14HD=[[8]]}}{{15-16HD=[[7]]}}{{17+HD=[[6]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm §:Excluding polymorph wand attacks. /w gm §§:Excluding those that cause petrification or polymorph. /w gm §§§:Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Gargamond said: Thank, Elena. You're the best. Looks like your learn spell macro needs a D6-1 though. /w gm &{template:default}{{name=@{selected|token_name}, THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO LEARN THE ?{WHAT IS THE NAME OF THE SPELL?} SPELL}}{{[[d100&lt;[[@{selected|intchance}+?{IF YOU ARE A SPECIALIST IS THIS SPELL IN YOUR SPECIALTY|NOT A SPECIALIST,0|YES,10|NO,-5}+?{BONUS TO LEARN A SPELL FOR SUCCESSFUL SCRIBE AND OR THAUMATURGY PROFICIENCIES|0|5|10}]]]] = SUCCESSES}}{{[[D6-1+?{SPELL LEVEL OF THE SPELL?|1st,1|2nd,2|3rd,3|4th,4|5th,5|6th,6|7th,7|8th,8|9th,9}]] = PAGES OF YOUR SPELLBOOK ARE USED.}} Oops! House rule, I do d4+ spell level.... Forgot to put it back to the standard formula before I reposted.
DM F2 said: Tyrone said: Gold said: Tyrone said: I have developed a number of macros that have the Saving Throw numbers needed in a compact and easy to see table. This is to make things easier for DM's so that they don't have to constantly refer to the PHB or some other source for the numbers.&nbsp; This looks pretty sweet, and, I think the numbers given work for Monsters of the HD listed, or possibly for Warriors also? I didn't see if these give the Saving Throw targets for Priest, Mage, and Rogue, does it? Yes, it would work for Warriors as well, but the main aim was to make it easier for DM's to work out the Saving Throw number of whatever creature is Saving by comparing the HD value. For the other classes, the numbers need only be substituted with the appropriate class Saving Throw, if that makes sense. I did expand the awesome Tyrone work and complied macros for all tables Cleric; /desc Dm rolling dice.. /w gm priest monsters&priests table /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{1-3HD=[[10]]}}{{4-6HD=[[9]]}}{{7-9HD=[[7]]}}{{10-12HD=[[6]]}}{{13-15HD=[[5]]}}{{16-18HD=[[4]]}}{{19+HD=[[2]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{1-3HD=[[14]]}}{{4-6HD=[[13]]}}{{7-9HD=[[11]]}}{{10-12HD=[[10]]}}{{13-15HD=[[9]]}}{{16-18HD=[[8]]}}{{19+HD=[[6]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§ Petrification/Polymorph Saving Throw}}{{1-3HD=[[13]]}}{{4-6HD=[[12]]}}{{7-9HD=[[10]]}}{{10-12HD=[[9]]}}{{13-15HD=[[8]]}}{{16-18HD=[[7]]}}{{19+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§ Breath Weapon Saving Throw}}{{1-3HD=[[16]]}}{{4-6HD=[[15]]}}{{7-9HD=[[13]]}}{{10-12HD=[[12]]}}{{13-15HD=[[11]]}}{{16-18HD=[[10]]}}{{19+HD=[[8]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§§ Spell Saving Throw}}{{1-3HD=[[15]]}}{{4-6HD=[[14]]}}{{7-9HD=[[12]]}}{{10-12HD=[[11]]}}{{13-15HD=[[10]]}}{{16-18HD=[[9]]}}{{19+HD=[[7]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm §:Excluding polymorph wand attacks. /w gm §§:Excluding those that cause petrification or polymorph. /w gm §§§:Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc. Mages: /desc Dm rolling dice.. /w gm mages&monster-mages table /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{1-5HD=[[14]]}}{{6-10HD=[[13]]}}{{11-15HD=[[11]]}}{{16-20HD=[[10]]}}{{21+HD=[[8]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{1-5HD=[[11]]}}{{6-10HD=[[9]]}}{{11-15HD=[[7]]}}{{16-20HD=[[5]]}}{{21+HD=[[3]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§ Petrification/Polymorph Saving Throw}}{{1-5HD=[[13]]}}{{6-10HD=[[11]]}}{{11-15HD=[[9]]}}{{16-20HD=[[7]]}}{{21+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§ Breath Weapon Saving Throw}}{{1-5HD=[[15]]}}{{6-10HD=[[13]]}}{{11-15HD=[[11]]}}{{16-20HD=[[9]]}}{{21+HD=[[7]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§§ Spell Saving Throw}}{{1-5HD=[[12]]}}{{6-10HD=[[10]]}}{{11-15HD=[[8]]}}{{16-20HD=[[6]]}}{{21+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm §:Excluding polymorph wand attacks. /w gm §§:Excluding those that cause petrification or polymorph. /w gm §§§:Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc. Rogues: /desc Dm rolling dice.. /w gm rogue monsters&rogues table /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{1-4HD=[[13]]}}{{5-8HD=[[12]]}}{{9-12HD=[[11]]}}{{13-16HD=[[10]]}}{{17-20HD=[[9]]}}{{21+HD=[[8]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{1-4HD=[[14]]}}{{5-8HD=[[12]]}}{{9-12HD=[[10]]}}{{13-16HD=[[8]]}}{{17-20HD=[[6]]}}{{21+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§ Petrification/Polymorph Saving Throw}}{{1-4HD=[[12]]}}{{5-8HD=[[11]]}}{{9-12HD=[[10]]}}{{13-16HD=[[9]]}}{{17-20HD=[[8]]}}{{21+HD=[[7]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§ Breath Weapon Saving Throw}}{{1-4HD=[[16]]}}{{5-8HD=[[15]]}}{{9-12HD=[[14]]}}{{13-16HD=[[13]]}}{{17-20HD=[[12]]}}{{21+HD=[[11]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§§ Spell Saving Throw}}{{1-4HD=[[15]]}}{{5-8HD=[[13]]}}{{9-12HD=[[11]]}}{{13-16HD=[[9]]}}{{17-20HD=[[7]]}}{{21+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm §:Excluding polymorph wand attacks. /w gm §§:Excluding those that cause petrification or polymorph. /w gm §§§:Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc. Warriors: /desc Dm rolling dice.. /w gm monsters&warriors table /w gm &{template:default}{{name=Poison/Paralyzation/Death Magic Saving Throw}}{{0HD=[[16]]}}{{1-2HD=[[14]]}}{{3-4HD=[[13]]}}{{5-6HD=[[11]]}}{{7-8HD=[[10]]}}{{9-10HD=[[8]]}}{{11-12HD=[[7]]}}{{13-14HD=[[5]]}}{{15-16HD=[[4]]}}{{17+HD=[[3]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=Rods/Wands/Staves Saving Throw}}{{0HD=[[18]]}}{{1-2HD=[[16]]}}{{3-4HD=[[15]]}}{{5-6HD=[[13]]}}{{7-8HD=[[12]]}}{{9-10HD=[[10]]}}{{11-12HD=[[9]]}}{{13-14HD=[[7]]}}{{15-16HD=[[6]]}}{{17+HD=[[5]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§ Petrification/Polymorph Saving Throw}}{{0HD=[[17]]}}{{1-2HD=[[15]]}}{{3-4HD=[[14]]}}{{5-6HD=[[12]]}}{{7-8HD=[[11]]}}{{9-10HD=[[9]]}}{{11-12HD=[[8]]}}{{13-14HD=[[6]]}}{{15-16HD=[[5]]}}{{17+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§ Breath Weapon Saving Throw}}{{0HD=[[20]]}}{{1-2HD=[[17]]}}{{3-4HD=[[16]]}}{{5-6HD=[[13]]}}{{7-8HD=[[12]]}}{{9-10HD=[[9]]}}{{11-12HD=[[8]]}}{{13-14HD=[[5]]}}{{15-16HD=[[4]]}}{{17+HD=[[4]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm &{template:default}{{name=§§§ Spell Saving Throw}}{{0HD=[[19]]}}{{1-2HD=[[17]]}}{{3-4HD=[[16]]}}{{5-6HD=[[14]]}}{{7-8HD=[[13]]}}{{9-10HD=[[11]]}}{{11-12HD=[[10]]}}{{13-14HD=[[8]]}}{{15-16HD=[[7]]}}{{17+HD=[[6]]}}{{[[d20]][[d20]][[d20]][[d20]][[d20]]}} /w gm §:Excluding polymorph wand attacks. /w gm §§:Excluding those that cause petrification or polymorph. /w gm §§§:Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc. Thanks for expanding it further. I did plan to go that step further eventually, but life has its ways of holding us back. By the way, I like how you included the little symbols as a key, clever.