Ok, I finally got this working in a way I like. Here's how I did it in case anyone has a similar issue. It's not the most efficient way probably, but it should work. Since the character sheet can now auto calculate damage based on size, I was able to get rid of the whole headache of setting separate attacks for when I was enlarged. That left me with the problem of having three different attack types that would go into a full round, and having varying damage dice depending. To resolve this I basically made a really simplified version of the iterative attacks system. Instead of using the one provided, I made a macro in the abilities tab that pressed the attack button for a single attack for me. (To do this you copy what shows when you hover over the button, in this case %{selected|repeating_weapon_$X_attack-roll} and replace the selected with the character sheet name and the X next to the $ with the number shown next to the attack itself) A note: I'm using this for primary natural attacks, so things like BAB iterative attacks don't factor in, and there's no minus for attacking multiple times. Because of that I can just make the same roll twice, since they're the same. To do the full attack the text in the abilities menu was %{Monster|repeating_weapon_$7_attack-roll} %{Monster|repeating_weapon_$8_attack-roll} %{Monster|repeating_weapon_$8_attack-roll} %{Monster|repeating_weapon_$9_attack-roll} %{Monster|repeating_weapon_$9_attack-roll} Monster being the character name and 7/8/9 being the attack slot. Note that if you rearrange the attacks that'll probably break, there's probably a way to fix that but I'm not sure how. That solved the issue of having different attacks with varying damage dice being effected by a size change, all the damage dice in the attacks will now be effected if I change the size on the character sheet. The next issue was having the possibility of changing the damage dice on the existing attacks, without changing the overall size. I could probably have spent hours trying to figure out some black magic with the macro text, but in the end I just created a new set of attacks with the updated damage dice. I created another full attack macro in the abilities tab, the same as the first one only with the $X numbers changed to show different attacks. Now I have two full attack macros that will work for each situation. To further compact that I created a third macro in abilities called Attacks, and I whispered ability command buttons to myself with the attacks. The format of the buttons is [Full Attack Normal](~Monster|Full-Attack-Normal) with [Full Attack Normal] being the button text. (~Monster| being the sheet name, and |Full-Attack-Normal) being the name of the ability macro in the abilities section. From there I added some other buttons for standard attacks, calling each attack individually, and slapped a template on it, and hopefully it will work. Maybe someone will be able to find the process I used useful in other things.