matthileo

New Character Setup

Dec 14th, 2016
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  1. SETUP FIRST CHARACTER
  2.  
  3. NOTE: The following are commands. Replace the information below with information on the character you are creating!
  4.  
  5. Setting your class levels is a little weird. You must include each class once for each level you have in it, for example a 3rd level rogue, 1st level ranger would do <-classes Rogue,Rogue,Rogue,Ranger>
  6.  
  7. !setup -name CharacterName -hp MaxHP -str 18 -dex 10 -con 18 -int 12 -wis 9 -cha 20 -skills athletics,acrobatics,animal,sleight -expertise arcana,stealth -saves dex,int -classes Class1,Class1,Class1,Class2,Class2
  8.  
  9. !character CharacterName
  10.  
  11. --------------------------------------------------
  12.  
  13. THE FOLLOWING ARE MACROS FOR YOUR CHARACTERS ATTACKS. THEY MUST BE CUSTOMIZED FOR YOUR CHARACTER, AND WILL BE APPLIED TO YOUR CURRENTLY SELECTED CHARACTER
  14. You should make a copy of each of these Macros, for each of your characters, and save them on your computer.
  15.  
  16. --------------------------------------------------
  17.  
  18. ATTACK MODIFIERS
  19. Things that regularly modify your to hit. Bless, great weapon master, sharpshooter, etc.
  20.  
  21. --------------------------------------------------
  22.  
  23. !! user.characters[user.currentCharacter].attackModifiers  = {
  24.     na: function(toHit) {
  25.         toHit.dieCount = 0;
  26.     },
  27.     adv: function(toHit) {
  28.         toHit.dieCount = 2;
  29.         toHit.diceMod = '-H';
  30.     },
  31.     dis: function(toHit) {
  32.         toHit.dieCount = 2;
  33.         toHit.diceMod = '-L';
  34.     },
  35.     bless: function(toHit) {
  36.         toHit.modifier += "+1d4 [Bless]";
  37.     },
  38.     gwm: function(toHit) {
  39.         toHit.modifier += "-5 [Great Weapon Master]";
  40.     }
  41. }
  42.  
  43. -------------------------------------------------------
  44.  
  45. DAMAGE MODIFIERS
  46. Things that modify the damage output of an attack, like sneak attack, great weapon master, hunters mark, etc.
  47.  
  48. -------------------------------------------------------
  49.  
  50. !! user.characters[user.currentCharacter].damageModifiers  = {
  51.     gwm: function(damage) {
  52.         damage.push(
  53.             {
  54.                 modifier:10,
  55.                 comment: 'Great Weapon Master',
  56.                
  57.             }
  58.         )
  59.     },
  60.     sneak: function(damage) {
  61.         damage.push(
  62.             {
  63.                 dieCount: 3,
  64.                 dieSize: 6,
  65.                 comment: 'Sneak Attack',
  66.                 icon: ":spy:",
  67.                 phrase: 'makes a sneak attack',
  68.                 useOnce:true
  69.             }
  70.         )
  71.     },
  72.     crit: function(damage) {
  73.         damage.push(
  74.             {
  75.                 effect: "*That's an automatic CRIT!*"
  76.             }
  77.         )
  78.     },
  79. }
  80.  
  81. -------------------------------------------------------
  82.  
  83. HERE ARE SOME EXAMPLE ATTACKS
  84. Each one is added one at a time
  85.  
  86. -------------------------------------------------------
  87.  
  88. !! user.characters[user.currentCharacter].attacks.longsword = function (damage,toHit)
  89. {
  90.     damage.push(
  91.         {
  92.             dieCount: 1,
  93.             dieSize: 8,
  94.             modifier: user.characters[user.currentCharacter].sheet.strMod,
  95.             comment: 'Slashing',
  96.             phrase: 'slices with his longsword',
  97.         }
  98.     )
  99.     toHit.dieCount=1;
  100.     toHit.modifier = user.characters[user.currentCharacter].sheet.strMod + "+" + user.characters[user.currentCharacter].sheet.proficiencyBonus;
  101. }
  102.  
  103. !! user.characters[user.currentCharacter].attacks.greataxe = function (damage,toHit)
  104. {
  105.     damage.push(
  106.         {
  107.             dieCount: 1,
  108.             dieSize: 12,
  109.             extraCritDice: 1, /*Brutal Critical and Savage Attacks*/
  110.             modifier: user.characters[user.currentCharacter].sheet.strMod,
  111.             comment: 'Slashing',
  112.             phrase: 'slices with his greataxe',
  113.         }
  114.     )
  115.     toHit.dieCount=1;
  116.     toHit.modifier = user.characters[user.currentCharacter].sheet.strMod + "+" + user.characters[user.currentCharacter].sheet.proficiencyBonus;
  117. }
  118.  
  119. !! user.characters[user.currentCharacter].attacks.longbow = function (damage,toHit)
  120. {
  121.     damage.push(
  122.         {
  123.             dieCount: 1,
  124.             dieSize: 8,
  125.             modifier: user.characters[user.currentCharacter].sheet.dexMod,
  126.             comment: 'Piercing',
  127.             phrase: 'fires an arrow',
  128.         }
  129.     )
  130.     toHit.dieCount=1;
  131.     toHit.modifier = user.characters[user.currentCharacter].sheet.dexMod + "+" + user.characters[user.currentCharacter].sheet.proficiencyBonus;
  132. }
  133.  
  134. !! user.characters[user.currentCharacter].attacks.chilltouch = function(damage,toHit)
  135. {
  136.     damage.push(
  137.         {
  138.             dieCount: 3,
  139.             dieSize: 8,
  140.             comment: 'Necrotic',
  141.             phrase: 'launches a creepy hand',
  142.             effect: "**Effect:** Target can’t regain hit points until the start of my next turn. If Target is undead, it also has disadvantage on attack rolls against me until the end of my next turn."
  143.         }
  144.     )
  145.     toHit.dieCount=1;
  146.     toHit.modifier = user.characters[user.currentCharacter].sheet.intMod + user.characters[user.currentCharacter].sheet.proficiencyBonus;
  147. }
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