Begginer Starfinder Macros for Roll 20


Starfinder Society

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Projectile attack

Ranged Attack Hits KAC [[1d20+10]] for [[1d8+3]] Damage

Ranged Attack Hits EAC [[1d20+10]] for [[1d8+3]] Damage

Melee Attack Hits KAC [[1d20+10]] for [[1d8+3]] Damage

Just replace the attack and damage values with the one off of your character sheet.

Initiative macro. This ones really important. Its a pain to get a bunch of NPCs on the tracker AND the PCs.

/roll 1d20 +4+.04 &{tracker:+}

Replace the 4 with your init mod. Replace the .04 with.. Your init mod. Yes it’s on there twice.

Spoiler:

/roll 1d20 +0+.00 &{tracker:+}
/roll 1d20 +1+.01 &{tracker:+}
/roll 1d20 +2+.02 &{tracker:+}
/roll 1d20 +3+.03 &{tracker:+}
/roll 1d20 +4+.04 &{tracker:+}
/roll 1d20 +5+.05 &{tracker:+}
/roll 1d20 +6+.06 &{tracker:+}
/roll 1d20 +7+.07 &{tracker:+}
/roll 1d20 +8+.08 &{tracker:+}
/roll 1d20 +9+.09 &{tracker:+}
/roll 1d20 +10+.10 &{tracker:+}
/roll 1d20 +11+.11 &{tracker:+}
/roll 1d20 +12+.12 &{tracker:+}
etc

Why? Some people have a +10 or higher initiative. Blitz soldiers with improved initiative are everywhere.

To a computer .1 and .10 are the same value. You don’t want them going last if they roll a 2 and someone with a +2 rolls a 10.

As with any initiative macro, you have to click on your token and THEN press the button. If your character doesn’t go into initiative when you press the button, click on the token THEN click the macro an try again.

Handy Drop Down Skills Macro. Just replace the numnbers here with your bonus

?{Skills|Perception, Perception Check [[1d20+5]] |Acrobatics, Acrobatics Check [[1d20+8]] | Athletics, Athletics [[1d20+3]] | Bluff, Bluff check [[1d20+6]] |Computers, Computers check [[1d20+7]] |Culture, Culture Check [[1d20+6]] | Diplomacy, Diplomacy [[1d20+7]] | Disguise, Disguise Check [[1d20+2]] |Engineering, Engineering check [[1d20+10]] | Intimidate, Intimidate [[1d20+2]] | Life Science, Life Science check [[1d20+2]] | Medicince, Medicine Check [[1d20+2]] |Mysticism, Mysticism Check [[1d20+2]] | Physical Science, Physical Science Check [[1d20+2]] | Piloting, Piloting Check [[1d20+4]] | Profession, Profession Check [[1d20+0]] | Sense Motive, Sense Motive Check [[1d20+0]] | Sleight of Hand, Sleight of Hand Check [[1d20+2]] | Stealth, Stealth Check [[1d20+11]] | Survival, Survival Check [[1d20+6]] }

Step by step instructions for online play here

5/5 5/55/55/5

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Operative macro

Malcom Reynolds Gets tricky

Trick attack is works vs a **CR of [[1d20+12-20]]** or better. If Successful target is flat footed against this attack

Attack hits KAC [[1d20+8]] for [[1d6]] damage plus [[1d4]] more if the trick attack was successful

Replace Malcome Reynolds with your characters name

the +12 with your skill bonus to trick attack(remember your bonus to trick attack)

KAC with the EAC if you use an energy weapon

1d6 with your weapons damage

1d4 with your trick attack damage.

3/5 5/5 *

For weapon attacks, don't forget to add the damage type and weapon name as part of the customizing.

5/55/5

I have a bunch that are specific to the Starfinder (Simple) sheet that I've found very useful.

These work generically, so you don't have to manually put in your bonuses anywhere but in the character sheet. I have them as token actions on all my characters.

Init:
%{selected|Roll-for-initiative}

All 3 Saves:
&{template:pf_check}{{name=Saves}}{{check=[[1d20+@{Fort}]] Fort [[1d20+@{Ref}]] Ref [[1d20+@{Will}]] Will }}

All Skills (will ask for a modifier before rolling, in case you have a temporary bonus)
&{template:pf_check} {{name=@{selected|character_name}'s}} {{check=Skill Check}} {{foo= ?{Choose a Skill(† trained only)| Acrobatics, Acrobatics: [[ 1d20 + [[ @{selected|Acrobatics} ]] + ?{Modifier?|0} ]] | Athletics, Athletics: [[ 1d20 + [[ @{selected|Athletics} ]] + ?{Modifier?|0} ]] | Bluff, Bluff: [[ 1d20 + [[ @{selected|Bluff} ]] + ?{Modifier?|0} ]] | †Computers, Computers: [[ 1d20 + [[ @{selected|Computers} ]] + ?{Modifier?|0} ]] | †Culture, Culture: [[1d20 + [[@{selected|Culture} ]] + ?{Modifier?|0} ]] | Diplomacy, Diplomacy: [[ 1d20 + [[ @{selected|Diplomacy} ]] + ?{Modifier?|0} ]] | Disguise, Disguise: [[ 1d20 + [[ @{selected|Disguise} ]] + ?{Modifier?|0} ]] | †Engineering, Engineering: [[ 1d20 + [[ @{selected|Engineering} ]] + ?{Modifier?|0} ]] | Intimidate, Intimidate: [[ 1d20 + [[ @{selected|Intimidate} ]] + ?{Modifier?|0} ]] | †Life Science, Life Science: [[ 1d20+ [[ @{selected|Life-Science} ]] + ?{Modifier?|0} ]] | †Medicine, Medicine: [[ 1d20 + [[ @{selected|Medicine} ]] + ?{Modifier?|0} ]] | †Mysticism, Mysticism: [[ 1d20 + [[ @{selected|Mysticism} ]] + ?{Modifier?|0} ]] | Perception, Perception: [[ 1d20 + [[ @{selected|Perception} ]] + ?{Modifier?|0} ]] | †Physical Science, Physical Science: [[ 1d20+ [[ @{selected|Physical-Science} ]] + ?{Modifier?|0} ]] | Piloting, Piloting: [[1d20 + [[ @{selected|Piloting} ]] + ?{Modifier?|0} ]] | †Profession, Profession (@{selected|Profession-name}): [[ 1d20 + [[ @{selected|Profession} ]] + ?{Modifier?|0} ]] | †Profession 2, Profession (@{selected|Profession2-name}): [[ 1d20 + [[ @{selected|Profession2} ]] + ?{Modifier?|0} ]] | Sense Motive, Sense Motive: [[ 1d20 + [[ @{selected|Sense-Motive} ]] + ?{Modifier?|0} ]] | †Sleight of Hand, Sleight of Hand: [[ 1d20 + [[ @{selected|Sleight-of-Hand} ]] + ?{Modifier?|0} ]] | Stealth, Stealth = [[ 1d20 + [[ @{selected|Stealth} ]] + ?{Modifier?|0} ]] | Survival, Survival: [[ 1d20 + [[ @{selected|Survival} ]] + ?{Modifier?|0} ]]}}}

This on is just on my Operatives.
Trick attack example (This one will automatically use an npc-cr as to figure out if you hit the DC):
&{template:pf_check}{{name=Trick Attack, Stealth}}{{check=%{Selected|Stealth-Check} }}
***Feint*** vs [[@{target|foe|npc-cr}+20]] DC (20+CR) If you succeed at the check, you deal [[1d4]] added damage and the target is flat-footed.

Scarab Sages 4/5 5/5 ** Venture-Captain, Isles—Online

there are some examples of how to use the roll templates in starfinder here

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