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3.5 D&D sheet

First is seleting Armorclass for token is just listing the formula.
I not sure how to select spells.
Do you have a list a spells to choose from, One pop ups when I hit add however can I change the spell?
Can you select an action from the character sheet of be a "Token Action"
1401313201

Edited 1401313330
Diana P
Pro
Sheet Author
Armor class is set up by filling in the armor and shield information down in the AC items section to create the AC Bonus, and then filling in your dex mod if you have one up by AC (ok.. that's not intuitive.. I'll need to work on that. Sometime.) Also fill in the armor check penalties for armor and shield if they aren't already. That causes issues with the skills which have armor penalty checks. The spells in the sheet are just sample spells; one is a cleric spell and one is an arcane spell. You can change them to anything you wish. For most of the items, you can create a token action by creating a character ability and link it to the sheet using for example @{fortitudemacro} (which would run the fortitude roll) and then setting that ability to be a token action. Any other way of creating token actions (like the initiative is set up) is hard-coded into the character sheet. And since not everyone will want the same token actions I have not put any others in except the initiative.
Thank you
looks awesome! Thanks a lot for all the time and energy! My questions are: 1 - what do I do if I have a multiclass character with two spellcasting classes, like wizard / cleric. Is there a way to duplicate the spells section? 2 - any way to add special attacks? like the attacks you get from reserve feats? I can add them to "other" but I would like to turn them into macros as well. Thanks a lot!
1) You enter them into the spell casting section as normal, I'd suggest you have one class under one section and the other... the other. If you are wondering about Caster Level. There is currently only one Caster Level field, so you'll have to choose that which class you want to tie that into for calculating your DC's and worrying about damage/ spell range. If you are interested in putting that kind of information into your macros. Keep in mind, the downside to the repeating section is that if you want to cast a spell, you'll need to open up the character sheet to that spell. There is no way to link it to your token dynamically. 2) Honestly, at the moment, not really. Your best bet is to make it part of the damage macro for your weapons or make your own seperate macro. This character sheet is designed to be as versatile as possible. Special Attacks like that, are somewhat specific. For more info, wait a bit, I'm sure the sheet's creator will be able to give more information.
1401332037
Diana P
Pro
Sheet Author
Yeah, basically what Toby said. If you need help creating a macro, I can try to help but I'll be the first to admit I don't know all the rules for all the special attacks. For example, for a dwarven warrior buddy of mine, his attack macro has a ?{goblinoid or orc(1=yes)|0}*1 in it since he has a +1 bonus on attack rolls against orcs or goblins. And that was able to be put directly into the weapon attack section of the sheet.
Thanks a lot. The sheets will really make things much much easier. For multiclass spellcasters, I think we will keep the caster level separately; shouldn't be too big of a problem since the players won't want to macro most of the spells anyways. And when I said special attacks, I didn't mean your special bonuses from different things like the dwarf example, I meant damage dealing stuff that is not a weapon or spell. for example: dread necromancer has: Negative Energy Burst (Su): Beginning at 3rd level, a dread necromancer gains the ability to emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level).ank which is easy enough to format as a spell, (thanks for the examples, it really made things easy.) but it doesn't belong into spells, or weapons. What comes to mind as a solution would be an option to duplicate the spell arsection, and make one for cleric spells, make one for wizard spells, make one for spell-like abilities and similar attacks that people wanna macro. Would this be a possibility? And one other question; why is it that there is a slot for spell pen? Does it have a function? is there a way to make a spell penetration check?
Also, another question - sorry my spellcasters are organisation freaks, so am I : )) Is there any way to change the order of spells you add? Because, what if you want to keep spells at a descending order of level, and you got a level 1 spell?
1401385683
Actoba
Pro
Sheet Author
If it's in a repeating section (with the add/modify buttons) then no...not currently. Though it was mentioned that this was on the initial plan for those types of sections so it may very well come with a future update from the roll20 devs
Yikes alot of questions.. lets start at the top.. There is currently only ONE caster level on the sheet. That may change, I know I make my spell macros separate from the character sheet, (Repeating sections are too hard to handle with macros). But I use Caster Level all the time to create my own macros with spell DC's, range, numeric variables etc. Dread Necromancer's Blast: Hrm, I am not the creator of the 3.5 character sheet, Diana P. is. The official version of the sheet doesn't have a section for Spell-Like abilities, however I have created a section for them on mine and it has something very similar to what you are suggesting. I will share it once the larger problems are resolved. It is a matter of priority, and that is currently lower in priority than some of the other major problems that exist with the sheet. Spell Penetration: Is there for the feat "Spell Penetration," it was added for those people who like to create macros that include spell information like the following pseudocode: /em @{character_name}'s (Disintegrate) (Trans/Ray) Cast Time: 1 Std Range: Med (100+[[@{CL}*10]] ft. CL[[@{CL}]]; SAVE: Yes SR: Yes SL: 6 CL Check: [[d20+@{CL}]] Save: F[[10+6+@{CHA}+1]] part (obj) [[1d20+@{BAB}+@{DEX}]] vs [[@{target|TCH}]] AC /r ([[{@{CL}*2,40}dh1]])d6 On Save: Half Dmg / [[5d6]][Obj] The code above is not updated for the new character sheets, however this is the format I require for spells in my games, and spell pen would go right after the Caster Level Check: [[d20+@{casterlevel}+@{spellpen}]]. Unfortunately, this wont work with repeating sections, otherwise I'd be dancing right now. As for your final question, there is, unfortunately no way to reorganize spells in the repeating sections that I am aware of, that requires API and neither inline nor linked javascript is permitted on the sheets for "security" reasons.
1401385855

Edited 1401385932
Diana P
Pro
Sheet Author
Right now there is no way to change the order of items. Riley has suggested we might be able to do so in future updates, but currently the only modify abilities for the repeating sections is the delete function. The spell penetration box is not linked to anything; it is there so you can add it to your macro's if you want to do so (ie [[{1d20+@{casterlevel} +@{spellpen}}>?{spell resistance?|0}]] =spell works -I think that would work; haven't actually tried it in game). Or as a reminder. I would just put spell-like abilities in at the top of one of the spell sections. If I add a 3rd column, things are starting to get too narrow to use; if I add another section below, things start getting really long. The only real reason there are 2 columns is because it balanced out nicely. The next update I push will have a 2nd box for a 2nd caster level so you can use that if wanted as well (it will be right next to the current one). Not sure when I'll be ready to push the update though. @Toby: apparently I type too slowly.. :D
@Diana: I hope I'm not stepping on your toes, it is your sheet after all. :D
1401386432
Diana P
Pro
Sheet Author
@Toby: nope. I appreciate the help and the comments. Even if my ideas don't always align with yours, the additional viewpoint is good since my group hasn't met to actually use the sheets yet and none of them will look them over/try them out for me until that happens. >.<
Im also looking at this sheet and it is awesome, the only thing i was wondering is, are you considering adding a weight calculator, like for example all the things you got on you, is total up and show how much you are carrying, and maybe a thing that show you if you are light encumbrance or medium etc, like the one in the interactive D&D 3.5 sheet, i think that's its the only thing missing from this great sheet:D just a thought, like you make the "others skill" a way to add other skills, maybe if possible, to make the items you got the same way? like you have one item and it's weight, then you add a new one and add that items weight. is just curious and have no idea how to make the sheet, so this is just some idea's o have been thinking about
1401402551

Edited 1401402689
Diana P
Pro
Sheet Author
There is no way at the moment to calculate weights without using the API system. I could add equipment as a repeating section like the 'other skills', but there is no way to sum a weight column. There is also no way to do a look up so I could put in a Carrying Info table, but you'd have to fill it out manually. Would it be worth it to have an essentially blank table of 6 or 7 boxes which you have to manually calculate/lookup and enter yourself? Oh.. and no if/then statements so I can't take encumbrance into account in the other formula's either.
Hey Diana, First of all thankyou for your sheet! I have made some very minor tweaks to it for my campaign and it is working well so far(made dex modifier autofill in the armour calc and added some missing skills) My only question is how difficult would it be to make the spells section more akin to that of the current roll20 pathfinder sheets? I really like the pathfinder sheet collapsible spell description section and seperate prepped/used per day counters. My personal abilities with html and css are at the copy and paste level only which does not work from one sheet to the other presumably because of the css component not matching up.
First off thanks for the sheet! And now for the issue I've found, attacks made with weapons don't add any size modifiers. So not +1 when small or in my case no -1. Wasn't hard to manually add as you already had a variable stored for it, but you might want to do so to the actual github page. Only other thing would be no two-handed weapon support. I'd either suggest adding another formula and button for it, or maybe another query for it like you do with flanks, something like [ability]*(1+0*.5[2handed]) where 0 is the query. Also whats the reasoning behind actually calculating the ability mod every roll? Could you not just have made the modifier as a different calculated variable, then call that for rolls? Not that I mind, just when looking for errors the whole floor((......) part was annoying to sort through till I got what it was actually doing.
1401515717
Diana P
Pro
Sheet Author
@Zepth, I haven't looked at the pathfinder spells recently. I'll look into them sometime this weekend, but no promises I'll change anything.. :) @Cristian, The size issue and separate pulldowns for +damage and +attack abilities (to handle 2h weapons, thrown weapons, ranged weapons etc) are on my current version of the sheet on my Github (@ <a href="https://github.com/suldae/roll20-character-sheets" rel="nofollow">https://github.com/suldae/roll20-character-sheets</a>... but you'd need mentor to copy it off and use it in a custom sheet yourself) but I haven't pushed to production yet because I'm still working on some stuff/it's not finished yet. (also has some other fixes etc.) I actually do call the calculated ability mod (DEX-mod, INT-mod, or whichever it is), but the sheet puts in the full calculation for the mod-value. A limitation on how the auto-calculated fields work, I guess.
Well It looks like you have everything already taken care of then XD. Out of curiosity, and in case you haven't thought of it, have you figured out a way for composite bows to work? I tried thinking about it but couldn't find a good way with the limitations of the app
1401554291

Edited 1401554950
Diana P
Pro
Sheet Author
You'll be able to tell the weapon to use dex for +attack and str for +damage. But if the bow's str is less than the char str, that obv won't quite work right. (edit: And if the opposite is true, you'd have to put the +hit penalty in manually or in the weapon focus box) However, I added boxes for weapon focus (mods +att only) and weapon specialization (mods +damage only) so you could just roll it in with any weapon specialization value. For masterwork but not magically enhanced weapons, I'd recommend rolling them into the weapon focus box. And for folks that have both a masterwork and weapon focus who want the labels in the inline equation to be correct, you could even paste 1[Masterwork] +1 in the weapon focus box and it'll show both. :)
How would I code the magic missle? I want to say "1d4+1 damage plus 1d4+1 for each two caster levels after the first one, max 9, but I am nowhere as smart !!! : )))
Diana P. said: @Zepth, I haven't looked at the pathfinder spells recently. I'll look into them sometime this weekend, but no promises I'll change anything.. :) The pathfinder's spell section is really, really good. it has concentration and caster check buttons, two caster classes, and it divides spells by levels, making them very organized. The only thing is it doesn't seem to come with macro buttons to cast spells with a click like dnd sheet, which is an amazing thing. We would really, really appreciate if you could take a look and find a way to adopt it maybe?
1401556652
Diana P
Pro
Sheet Author
Sadly, I can't do magic missile entirely with inline rolls. but I think this pasted in the macro works: /em casts Magic Missile! /roll {[[{d1*floor((@{casterlevel}-1)/2)}+1]],5}dh1} missiles hit for [[1d4+1]] damage each. That would give you up to 5 missiles of 1d4 damage each. drawback is it only rolls damage once. If they all hit the same target and you want individual rolls for each damage dice, you could do: /em casts Magic Missile! /roll ([[{(floor((@{casterlevel}-1)/2)+1),5}dh1]])d4 + ([[{(floor((@{casterlevel}-1)/2)+1),5}dh1]]) damage but I haven't figured out how to have it calculate the number of missiles and have each of them roll individually.
1401557675
Diana P
Pro
Sheet Author
You could make the macro do the concentration check and the caster level check (and the next one has 2 caster level slots in it) by adding: Concentration check = [[{1d20+@{concentration}}&gt;?{DC=15+Spell Level or 10+Damage Received|18}]] success. or just: Concentration check =[[1d20+@{concentration}]] if you don't want the success/fail option and: Caster level check = [[1d20+@{casterlevel}+@{spellpen}]] to overcome spell resistance.
Perfect! thanks for all the work and help Diana. Looking forward to hear from u about pathfinder
1401570163

Edited 1401570193
Diana P
Pro
Sheet Author
Ok, re: the pathfinder spells. That section, and in fact the whole pathfinder sheet is incredible. Sam has some brilliant stuff going on in there. Unfortunately, I'm nowhere near as good at programming as he is. I can barely get the check boxes for collapsing sections to work; I can't get them to line up where I want them to while still working and I haven't been able to convince them to always work when doing other, interesting stuff with them. I don't think I can replicate his spell section. I will give you another box on each spell to track cast vs prepped. I will add more sections in there and probably give you the option to type in a section label yourself so you can mark them as level 0-cleric or spell-like abilities or whatever. I will make the sections collapsible (though only in pairs if I keep it two columns to the page since they are grouped in a table to try and keep them from sliding oddly if the window is sized differently than what I use). And they may not look very nice until I can get the styling/placement stuff figured out. I could give you other boxes to enter the other misc stuff (school/range/duration), but... that will require me to move it to a single column format and make it less compact, and referencing that information becomes much trickier. Right now you can have a macro like: /em casts Magic Missile! Concentration check = [[{1d20+@{concentration}}&gt;?{DC=15+Spell Level or 10+Damage Received|16}]] success. /roll {[[{d1*floor((@{casterlevel}-1)/2)}+1]],5}dh1} missiles hit for [[1d4+1]] damage each. May hit multiple creatures; no 2 can be more than 15' apart from each other and all must be within [[100+10*@{casterlevel}]] ft of the caster. Components: V,S. Casting time: 1 std action. Duration: instant. No save allowed. Caster level check = [[1d20+@{casterlevel}+@{spellpen}]] vs spell resistance. and that could be cut and paste directly into a character ability if you wanted to have it be a token action or on the macro bar. If you want to reference other boxes/inputs within the repeating section; it gets trickier, the macro is no longer able to be cut/paste directly (ie one would have to replace all versions of @{spellname1} with @{repeating_spells1_X_spellname1} where X is the row starting at 0. I think), and I'm hearing conflicting results as to how well that works. This is one of the philosophical difference areas, I think. I'm the main caster in my group and it's much faster for me to look up my spells on my hard copy spell list. I plan on only using the spell area to put in macros for spells that I want macros for and then the macros will get the information put into them as in my example above because our GM won't remember the information either. So my question is: How many input boxes are worth putting in merely for reference value? If I give you spells cast vs spells prepped and more (paired) spell sections (probably 11 total, depending) which are hopefully collapsible, will that be sufficient?
Schools etc arent really necessary. I just like the idea of having a space to put a brief description of the effect i.e heals 1d8+1/CL (max +5) as a reminder so myself or the player isn't constantly going back to the spell book. So in answer to your final question yes I do believe that would be sufficient. Thanks again!
1401630664

Edited 1401630781
Toby
Pro
As soon as I'm done converting my sheets over from the old system, I intend to take another look at the spells section, I'm not a great programmer either, but I think the spells section are a bit lackluster. For my part am thinking about doing a checkmark tab at the top of the page so I can "fake" an entire page of spells. If I can figure out how to get it working the way I want I'll do that for spells and perhaps have a nested section to switch between spells and psionics. IF I can get it working I'm going to remove the repeating code and just have an entire page of spells so they can be properly macro'd. Its not the best option, but I think its the best that can work at this time. If I can manage to pull it off I'll send the code to you Diana maybe if you think people would be interested you can share it. As for the schools not beeing necesarry I somewhat disagree. Some people like myself, like to have everything at their fingertips. Like this: /em @{character_name}'s (Incendiary Cloud) (Conj/Fire) Cast Time: 1 Std Range: @{DistMed} CL[[@{casterlevel}]]; SAVE: Yes SR: No SL: 8 Dur: @{DurCL}; F[[10+8+@{caster1DCattr}+@{ChsnFoc}]] neg [[4d6]] each rnd 20ft by 20ft Moves away 10ft/rnd for @{DurCL} I've made a custom sheet with new variables created with hidden input fields for things like Distance and Duration and a way to select the caster DC attribute linked to each spell. @{ChsnFoc} is only on this specific character sheet as the character is a Chosen of Mystra so they automatically have spell focus in ALL schools. The Output of this code looks something like this: Toby (GM) Victor Valentine's (Incendiary Cloud) (Conj/Fire) Toby (GM): Cast Time: 1 Std Range: Med (100+[170]) ft. CL[17]; SAVE: Yes SR: No SL: 8 Dur:[17]mins.; F[23] neg [16] each rnd 20ft by 20ft Moves away 10ft/rnd for [17]mins. Some people might consider this excessive, but I need to have this information at my fingertips, I've gotten it so I can set this up rather quickly because of the macros I've made. Eventually I want to find a way to add all of this to fields on the character sheet but the problem with referencing the repeating sections accurately is the major hurdle.
1401633583
Alex L.
Pro
Sheet Author
Toby said: As soon as I'm done converting my sheets over from the old system, I intend to take another look at the spells section, I'm not a great programmer either, but I think the spells section are a bit lackluster. For my part am thinking about doing a checkmark tab at the top of the page so I can "fake" an entire page of spells. If I can figure out how to get it working the way I want I'll do that for spells and perhaps have a nested section to switch between spells and psionics. IF I can get it working I'm going to remove the repeating code and just have an entire page of spells so they can be properly macro'd. Its not the best option, but I think its the best that can work at this time. ..... This is exactly what i have done for the 4e character sheet i have 100 powers and i have a load of buttons to hide/show them check out the code if it will help.
Diana P. said: So my question is: How many input boxes are worth putting in merely for reference value? If I give you spells cast vs spells prepped and more (paired) spell sections (probably 11 total, depending) which are hopefully collapsible, will that be sufficient? I guess your hardcopy way makes sense. I solved the problem of information by adding the spell description to the macro text. so it goes like; Serena casts magic missile and deals this much damage. school: this, range: that.. components: this and so on. So we see when she casts. The only box I would say we definitely need would be a box to say "wizard" "cleric" "warmage" or whatever class the spell belongs to, until something more drastic is done.
Another question. My players want to turn their most used stuff into token actions, they say opening - closing the sheet is too slow. I figured out the @ stuff and it was easy enough for initiative, attack rolls, skill checks vs but I can't figure out how to add some things like the weapon damage, or the spells that I put in.
1401718356
Diana P
Pro
Sheet Author
The easiest way to get weapon damage is: [[@{weapon1damage}]] You'll have to add your own verbage around it; it got set up differently from the other attributes so I could use it to calc crit damage.
[[@{weapon1damage}]] worked, but how do you know what to type? I wanna add crit damage, the saves and all that stuff. When I hover the mouse on a roll button it gives me a name, which worked for attacks, but I can't make it work for others. example: I tried [[@{weapon1critdamage}]] or [[@{fortitudecheck}]] and they don't work?? I am missing something...
1401728085
Diana P
Pro
Sheet Author
Well.. part of that is my fault. For some reason I didn't set up all the roll buttons as actual attributes. I don't remember why now; perhaps I had figured you'd just call the macro box next to them (which is what I tend to do). I've fixed that on the latest version in my branch on Git ( <a href="https://github.com/suldae/roll20-character-sheets" rel="nofollow">https://github.com/suldae/roll20-character-sheets</a> ); at least using find, I couldn't find any more rolls that didn't have an attribute :) Getting closer to being able to push it to the Main branch. All the attributes except the ones in repeating sections should have mouse-over title/tooltips. And those names match the name of the attribute itself. (sometimes with additional information in the parentheses.)
I just noticed something interesting, the dex bonus from the attributes is not auto-calculating into the AC calculations, nor is the "Maxdex" from the armor item spot, is this glitch or something that you couldnt get to work.
1401745127

Edited 1401745352
Diana P
Pro
Sheet Author
Something I haven't yet gotten to work. I haven't figured out how to tell it 'use DEX-mod or acitemdex, whichever is lower'. Still working on trying to figure out a math-based solution for that; while I'm working on it, I just left it open for the user to enter. (my latest commit which is now committed! has a tooltip on the armorclassdexmod spot ( input either max AC from Armor or Dex mod, whichever is lower ) to try and help clarify. Maxdex from the armor (acitemdex) is supposed to be the maximum dex that the armor limits you to. Is that not clear enough?
1401772270
Diana P
Pro
Sheet Author
Just thought folks would like to know that the latest version of the 3.5 sheet with all the fixes to date, went live with Riley's last pull. But it is probably going to erase any spell stuff you might have entered since that entire category got renamed and reordered. :(
Looks great! spell sheet looks wonderful now, thank you! Exemplary Macros are very helpful. We will see what the players will think this Thursday! Would it be a good idea to create a separate post for the spell macros? So everyone can post their macros as they come along, and in some time we would have a database of them?
1401820834

Edited 1401821266
Diana P. said: Something I haven't yet gotten to work. I haven't figured out how to tell it 'use DEX-mod or acitemdex, whichever is lower'. Still working on trying to figure out a math-based solution for that; while I'm working on it, I just left it open for the user to enter. (my latest commit which is now committed! has a tooltip on the armorclassdexmod spot ( input either max AC from Armor or Dex mod, whichever is lower ) to try and help clarify. Maxdex from the armor (acitemdex) is supposed to be the maximum dex that the armor limits you to. Is that not clear enough? &lt;input class="sheet-inputbox" type="text" name="attr_armorclassdexmod" value="ceil((@{dex-mod}-@{acitemdex})/1e10)*@{acitemdex} - floor((@{dex-mod}-@{acitemdex}-1)/1e10)*@{dex-mod}" disabled="true" style="height: 24px; width: 35px;"&gt; Basically if dex-mod &gt; acitemdex, then uses acitemdex, otherwise uses dex-mod.
1401822541
Diana P
Pro
Sheet Author
Aaron I. said: Diana P. said: Something I haven't yet gotten to work. I haven't figured out how to tell it 'use DEX-mod or acitemdex, whichever is lower'. Still working on trying to figure out a math-based solution for that; while I'm working on it, I just left it open for the user to enter. (my latest commit which is now committed! has a tooltip on the armorclassdexmod spot ( input either max AC from Armor or Dex mod, whichever is lower ) to try and help clarify. Maxdex from the armor (acitemdex) is supposed to be the maximum dex that the armor limits you to. Is that not clear enough? &lt;input class="sheet-inputbox" type="text" name="attr_armorclassdexmod" value="ceil((@{dex-mod}-@{acitemdex})/1e10)*@{acitemdex} - floor((@{dex-mod}-@{acitemdex}-1)/1e10)*@{dex-mod}" disabled="true" style="height: 24px; width: 35px;"&gt; Basically if dex-mod &gt; acitemdex, then uses acitemdex, otherwise uses dex-mod. Beautiful! Thank you! It'll go in the next commit. :)
1401822949
Diana P
Pro
Sheet Author
@orhan, I'll leave that up to you to decide if you want a macro thread. :) Only issue I can see is that some folks might like different formats but I don't see that as being a deal-breaker.
Diana P. said: Aaron I. said: Diana P. said: Something I haven't yet gotten to work. I haven't figured out how to tell it 'use DEX-mod or acitemdex, whichever is lower'. Still working on trying to figure out a math-based solution for that; while I'm working on it, I just left it open for the user to enter. (my latest commit which is now committed! has a tooltip on the armorclassdexmod spot ( input either max AC from Armor or Dex mod, whichever is lower ) to try and help clarify. Maxdex from the armor (acitemdex) is supposed to be the maximum dex that the armor limits you to. Is that not clear enough? &lt;input class="sheet-inputbox" type="text" name="attr_armorclassdexmod" value="ceil((@{dex-mod}-@{acitemdex})/1e10)*@{acitemdex} - floor((@{dex-mod}-@{acitemdex}-1)/1e10)*@{dex-mod}" disabled="true" style="height: 24px; width: 35px;"&gt; Basically if dex-mod &gt; acitemdex, then uses acitemdex, otherwise uses dex-mod. Beautiful! Thank you! It'll go in the next commit. :) Major gotcha, of course, is having a high default in acitemdex (not intuitive if, say, you don't wear armor)
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Edited 1401823509
Diana P
Pro
Sheet Author
Yup. But it's easy enough to put in a default value of say 10 or 20 in the acitemdex box. :)
very stupid and urgent question. found this before but now I cant. what would the macro be for an ability modifier. like, int mod?
(floor(((@{INT-base} + @{INT-misc} + @{INT-temp})))/2)-5) ???? doesn't work!
1402004572

Edited 1402007914
Diana P
Pro
Sheet Author
to get it to roll in a macro you need to tell the computer it is a roll so... [[floor((@{int-base} + @{int-misc} + @{int-temp})/2)-5]] or /roll floor((@{int-base} + @{int-misc} + @{int-temp})/2)-5 or capitalization could be an issue. The last commit of the sheet standardized all the attribute capitalization to lower case. To make it more consistant and easier.
awesome thanks