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Share Your Macros

Got a particularly useful or neat macro you want to show off? Go ahead and post it here for all to see! Below are a few handy ones I've made myself that I'm quite pleased with, but maybe you can improve on them or offer suggestions. If you use anyone's macros, be sure to say 'thank you'!
This is my Melee attack macro, using the new Pathfinder PC sheets to reference the attributes: @{selected|NAME} attacks @{target|NAME} with @{selected|repeating_weapon_0_name}. @{selected|NAME} [[{1d20 + @{selected|attk-melee}}]] > @{target|NAME} [[@{target|AC}]] to hit, and [[@{selected|repeating_weapon_0_damage}+@{selected|repeating_weapon_0_damage-ability}]] for the damage. Attacker Notes: @{selected|attack-notes} Target Notes: @{target|defense-notes} The result looks something like this (Muse being the attacker and Nishta the target): Muse attacks Nishta with Greataxe. Muse 19 > Nishta 22 to hit, and 16 for the damage. Attacker Notes: Target Notes: +4 concentration w/ grapple/defense casting I have a separate macro for a second attack, and one for a full-round attack, taking in the -5 in the 1d20 + attk-melee line.
Here's a simple and easy Save Roll macro: @{selected|NAME} rolls for a Fortitude save. [[1d20+@{selected|Fort}]] I'm pretty good about applying temporary bonuses and penalties on the character sheets as we go, which applies those modifications before giving the total number in the 'Fort' attribute field. You can do the same thing for Will and Reflex of course, just changing it to Will and Ref respectively. I have it set to show up as a token macro for whatever character the player selects. Setting player permissions for what they can and can't control makes this easier as well, and in case they select the incorrect character, the chat log will display the results with the 'selected' name anyways, like this (Muse, being the character): Muse rolls for a Fortitude save.16
This is a Combat Maneuver macro that I typed up as well: @{selected|NAME} attempts a Combat Maneuver against @{target|NAME}. @{selected|NAME} [[{1d20 + @{selected|CMB}}]] vs. @{Target|NAME} [[@{target|CMD}]] Attacker Notes: @{selected|attack-notes} Target Notes: @{target|defense-notes} If you have CMB bonuses in the attacker notes (or CMD bonuses in the target's Defense Notes) they show up in the chat log as well. Depending on if it's the correlating CM, you can just do a little mental math to adjust it. I found this an acceptable alternative to making macros for each Combat Maneuver. Here's how it looks on the chat log (with Nishta being the target, and Muse being the attacker): Muse attempts a Combat Maneuver against Nishta. Muse 31 vs. Nishta 25 Attacker Notes: Target Notes: +4 concentration w/ grapple/defense casting
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Edited 1401656794
For Touch spells (Inflict Moderate Wounds, in this example) I have a macro set up to consider the DC and saving throw of the attacker and target. I have a separate macro to handle Touch attacks, which I would have the player do before going ahead with this macro: @{selected|NAME} uses Inflict Moderate Wounds on @{target|NAME} for [[{2d8}+spellclass-0-level-total]] damage. Saving Throw DC is [[@{selected|spellclass-0-level-2-savedc}]], Will Save for @{target|NAME} is [[1d20+@{selected|Will}]]. Damage half on success. Range: Touch This is how it looks in the chat log (Merana being the attacker, and Muse the target): Merana uses Inflict Moderate Wounds on Muse for12 damage. Saving Throw DC is 17, Will Save for Muse is 26. Damage half on success. Range: Touch This does a Will save automatically for the target. Make sure to talk to your players first, if they would prefer to roll their own saves instead of the attacker. Oh and of course, this model can be used for any Touch attack. With a few simple changes, you could also include any side effects (such as Burn or Area), or use it for Cure spells.
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Edited 1401657333
Skill checks are another easy one to tie to the character sheet. Take Perception, for example: @{target|NAME} performs a Perception check .[[1d20+@{target|Perception}]] While it's very easy to open the character sheet and roll right from the skill list, I find the skills that will be used often make better Token macros. Things like Stealth for rogues or Concentration for spellcasters save enough time to make a difference, at least in my opinion. You'll see for this one I used the 'target' command instead of 'selected'. This just made it easier for me when I have to do a roll in secret for that character. I can simply click on the token after typing in "/gr #Skill-Perception" instead of remembering to select the token first. I suppose that part is more of a preference, and it's no trouble at all to change it to 'selected' anyways.
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Edited 1401667650
Here's another simple Initiative one. I'm sure everyone who has dipped into macros even a little bit has one of these already made, but here it is anyways: @{selected|NAME} rolls for initiative. [[1d20 + @{selected|init} &{tracker}]] This one takes the result for the init roll and tacks it into the turn order as well. You'll still want to make sure you go into the turn order settings (the little gear icon at the bottom) and change the sorting to 'Decending' after everyone completes their rolls.
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Edited 1401737264
Here's one for Star Wars Saga Edition. Please let me know what you think: This was written to be a token action for a character. The character fires 2 Heavy Blaster Pistols using the Dual Weapon Mastery I feat (-5 to each attack instead of the normal -10), the Point Blank Shot feat (+1 to attacks and damage when firing at point blank range), the Weapon Focus feat (+1 to attacks with selected weapon type), and the Weapon Specialization talent (+2 to damage with the selected weapon type). When the macro is selected, it will ask the user to enter a range penalty for each shot based on the number of squares between the character and his target (it will default to "1" for the Point Blank Shot feat). For damage it will ask the user to confirm the default "1" for Point Blank Shot extra damage. Attacks are d20 + Base Attack Bonus + Armor Check Penalty (if any) + Condition Track Penalty (if any) + Dexterity modifier +1 (for Weapon Focus) -5 (for Dual Weapon Mastery) + Range Penalty (or bonus of +1 in the instance of point blank range (0-20 squares away). Damage for Heavy Blaster Pistols is 3d8 + 1/2 the Character Level +2 (for Weapon Specialization) +1 (if Point Blank Shot damage is confirmed) Note that Heavy Blaster Pistols cannot fire at long range (due to their inaccuracy, but to make up for it, they deal quite a punch at 3d8 damage) --------------------------------------------------------------------------------------------------------------------------------------------------- /em fires 2 Heavy Blaster Pistols with Dual Weapon Mastery [[1d20+@{BAB}[Base Attack]+@{ACP}[Armor Check Penalty]+@{CT}[Condition Track]+floor((@{Dex}/2)-5)[Dex]+1[Weapon Focus]-5[Dual Weapon Mastery]+?{Enter Range Penalty for First Shot: Point Blank (0-20 squares, Hit Enter), Short (21-40 squares, Enter -2), Medium (41-60 squares, Enter -5), (Inaccurate weapons cannot fire at Long Range)|1}[Range]]] First shot [[3d8+floor(@{level}/2)[1/2 Lev]+2[Weapon Specialization]+?{Point Blank Shot Damage? Hit enter, otherwise Enter 0|1}[Point Blank Shot]]] Damage [[1d20+@{BAB}[Base Attack]+@{ACP}[Armor Check Penalty]+@{CT}[Condition Track]+floor((@{Dex}/2)-5)[Dex]+1[Weapon Focus]-5[Dual Weapon Mastery]+?{Enter Range Penalty for Second Shot: Point Blank (0-20 squares, Hit Enter), Short (21-40 squares, Enter -2), Medium (41-60 squares, Enter -5), (Inaccurate weapons cannot fire at Long Range)|1}[Range]]] Second shot [[3d8+floor(@{level}/2)[1/2 Lev]+2[Weapon Specialization]+?{Point Blank Shot Damage? Hit Enter, otherwise Enter 0|1}[Point Blank Shot]]] Damage ------------------------------------------------------------------------------------------------------------------------------------------------------ When this macro is selected, it appears in the chat log as below (Iroh is the name of the character): Iroh fires 2 Heavy Blaster Pistols with Dual Weapon Mastery! 13 First Shot 15 Damage 18 Second Shot 22 Damage When you hover over the inline rolls it gives you a breakdown and tells you what each modifier is for. Looking something like this: (Attack Roll) Rolling 1d20+4[Base Attack]+0[Armor Check Penalty]+0[Condition Track]+floor((18/2)-5)[Dex]+1[Weapon Focus]-5[Dual Weapon Mastery]+1[Range] (Damage Roll) Rolling 3d8+floor(4/2)[1/2 Level]+2[Weapon Specialization]+1[Point Blank Shot] I wish there was a way to instead of having it print out "+floor(4/2)[1/2 Lev]" - rather to print it out this way, "+2[1/2 Lev]"