Roll 20 PC woof starship helper, conditions helper


Starfinder Society

5/5 5/55/55/5

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I'm not a fan of starship combat. But it comes up a lot. I made a rather blunt instrument to try to make it easier: The WoofShip starship helper.

Open the woofship. Go to attributes and abilities. Fill in the information you know. If the DM is playing things close to the vest, you won't know what the opponents tier and countermeasures mk are. If thats the case us the rules for that option instead of the calculator (for example, scan rules instead of scan calculator)

This uses attributes and abilities stored on the left. And is basically one GIANT macro on the right that uses the attributes and abilities to do some of the more complex calculations in starship combat (for me, any calculation where I start taking off socks)

The list itself keeps track of who does which action in what order: Captain (whenever they want), engineering, Pilot init, etc. The order of the list is the order that you go. Including the COM chief mate and science officer actions. Hitting the dropdown menu will either run a calculation for you, or give you a DC (based on whether i thought it would be simpler to edit the sheet or just have someone roll a skill check.

How to use:

You can import the PC woof to your table, and either have it on the map during starship combat, or edit it to make a token for starship combat.

The macro is also on any PCwoof 3.3 and (hopefully) higher version, along with a similar but simpler conditions drop down menu.

You can also copy the macro and slap it on any roll20 character sheet. Just add the following attributes to any roll 20 character sheet, and the macro.

StarshipTier your starships tier
PCU PCU
OpponentsTier
OpponentCounterMeasuresMk the opponents defense mk
ShipPiloting your pilots piloting bonus
ShipScience Your science officers computers check , or your ships magic officers score if you want to scan.

The attributes are case coma, apostrophe, and nothavingaspaceafterthemorelse* sensitive

The macro is.

Spoiler:

&{template:default} {{name=Starship Combat DCs}} {{Crew Action=?{Bob

| Captain 6 Demand the +4 one, **Demand ** Demand (Any Phase)
You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check DC [[15 + floor(1.5*@{StarshipTier})]] . You must use this action before the associated check is rolled and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs and you can’t make demands of yourself.
|Captain Encourage the captain aid another, **Encourage** You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133) granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself.
| Captain Taunt, **Taunt** Push You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering helm or gunnery) and then attempt a Bluff or Intimidate check
You Succeed vs. a Tier [[floor((1d20+@{CaptainTaunt}+ ?{Modifier|0} -15)/1.5)]] or lower starship
If you are successful each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship regardless of the outcome taunt can’t be used against that starship again during the same combat.
| Captain 6 Orders Starship Crew Haste, **Orders** Push At 6th level you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted a Computers check for a science officer for example an Engineering check for an engineer a gunnery check (see page 320) for a gunner and a Piloting check for a pilot. The DC is [[10 + floor(1.5*@{StarshipTier})]] . If the check succeeds the crew member can take two actions in her role this round (both when she would normally act) but she can’t take the same action twice. You can’t give yourself orders.
|Captain 12 Moving Speech Everyone Roll twice, **Moving Speech** (any phase) At 12th level you can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful Diplomacy check DC is [[15 + floor(@{StarshipTier} *1.5)]] . For the remainder of that phase your allies can roll twice and take the better result when performing crew actions.
| Engineering Phase Engineering Phase Engineering Phase, It's the engineering phase Scotty
| Chief Mate Maintenance Panel Access Divert power more places, **Maintenance Panel Access** Engineering phase Attempt an Acrobatics or Athletics check DC [[10 + floor(1.5*@{StarshipTier})]] If you succeed and the engineer also succeeds at their check to divert, they can provide the normal benefit from divert to two different systems instead of only one. If the engineer instead succeeds at their check for the overpower action, they can choose four different systems to divert power to instead of three. In either case, no system can benefit twice from the same action.
If you fail your check by 10 or more, you overtax the ship’s systems without adding any useful capacity, and all engineer actions performed this turn take a –2 penalty.
|Engineer Divert Power Restore shields and stuff, **Divert Power** You can divert auxiliary power into one of your starship’s systems giving it a boost. This requires a successful Engineering check DC [[10 + floor(@{StarshipTier} *1.5)]]
**Engines** your starship’s speed increases by 2 this round.
**Science** all science officers receive a +2 bonus to their crew s round.
**Weapons** starship’s weapons treat each damage die that rolls a 1 this round as having rolled a 2 instead.
**Shields** Restore [[ floor(.05* @{PCU})]] shield points put anywhere you want
| Engineer Hold it Together, **Hold It Together** Hold It Together (Engineering Phase)
You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check DC [[15 + floor(1.5*@{StarshipTier})]] you can select one system that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.
|Engineer Patch, **Patch**
**Patch Glitching System** DC [[10 + floor(1.5*@{StarshipTier})]] One Action
** Patch Malfunctioning System** DC [[15 + floor(1.5*@{StarshipTier})]] Two actions or increase the DC by 5 to do it as 1 Action
**Patch Wrecked System** DC [[20 + floor(1.5*@{StarshipTier})]] Three actions or two actions with increasing the DC by 5
| Engineer 6 Overpower, **Overpower** Push
Engineering check DC [[10 + floor(@{StarshipTier} *1.5)]] Pick three
**Engines** your starship’s speed increases by 2 this round.
**Science** all science officers receive a +2 bonus to their crew s round.
**Weapons** starship’s weapons treat each damage die that rolls a 1 this round as having rolled a 2 instead.
**Shields** Restore [[ floor(.05* @{PCU})]] shield points put anywhere you want
| Engineer 12 Quick Fix, **Quick Fix** If you have at least 12 ranks in Engineering you can try to repair a system quickly by spending 1 Resolve Point and attempting an Engineering check DC [[10 + floor(1.5*@{StarshipTier})]] If successful you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage) after which time it must be repaired as normal.
| Chief Mate 6 Targeting Aid Negate Firing penalty, **Targeting Aid** Push If you have at least 6 ranks in Acrobatics or Athletics, you can assist one specific gunner making an attack by inputting secondary sensor information, bypassing safety protocols, and even monitoring and adjusting power fluctuations in a ship’s weapon system to make the ship’s physical weapons more accurate. You must spend 1 Resolve Point and attempt either an Acrobatics or Athletics check DC [[20 + floor(1.5*@{StarshipTier})]] One gunner can then take the fire at will or broadside action without the associated penalty to gunnery checks (normally –4 for fire at will and –2 for broadside). If you fail the check by 10 or more, that gunner instead takes a –2 penalty to attack rolls they make this round. This action can be taken more than once per round, but only once per gunner acting in that round.
| Magic Officer Eldritch Shot +5 range to a weapon , **Eldritch Shot**
The magic lasts for only a single attack before it fizzles and the starship weapon returns to its normal functionality. Choose one weapon on your starship to augment and attempt a Mysticism check DC [[10 + floor(1.5*@{StarshipTier})]] . If you succeed the gunner treats the range of that weapon as 5 hexes longer than normal. This does not work for weapons with the point special property.
| Precognition +2 to Pilot init , **Precognition**
Attempt a Mysticism check [[10 + floor(1.5*@{StarshipTier})]] On a success you grant the pilot a +2 circumstance bonus to their Piloting check at the beginning of the helm phase to determine piloting order.
| Scrying Magic Scan, **Scrying**
You employ a substantial form of divination, such as dealing from a digital harrow deck, reading the future by interpreting the splatter of leaking coolant on your ship, or visually scanning the readouts of your starship’s myriad screens to pull deeper and predictive meaning from the lights and sounds around you. This functions as the scan science officer action, but you attempt a Mysticism check instead of a Computers check. Hit either scan or use the scan calculator
|Magic Officer 6 Mystic Haze, **Mystic Haze** Push
If you have at least 6 ranks in Mysticism you can spend 1 Resolve Point and attempt a Mysticism check DC [[20 + floor(1.5*@{StarshipTier})]] if you succeed you call forth a magical burst of static to block your enemy’s view. This obscuring field garbles your opponent’s sensors and hinders their ability to gain information about your ship’s defenses and positioning providing your starship a +1 enhancement bonus to AC until the end of the next round. In addition the increased interference means all science officers on the opposing starship taking the scan or lock on actions before the end of the next round must roll twice for their checks and use the worse result.
|Magic Officer 12 Psychic Currents turn the ship faster , **Phsycic Currents**
If you have at least 12 ranks in Mysticism you can spend 1 Resolve Point and attempt a Mysticism check DC [[20 + floor(1.5*@{StarshipTier})]] to manipulate mysterious invisible forces in the void of space expanding and contracting the basic physics around your own vessel and altering how your starship can negotiate the confines of physical space-time. On a successful check reduce your starship’s minimum distance between turns by 1 (to a minimum of 0) for that round.
|Helm Phase Helm Phase Helm Phase Helm Phase Helm Phase, Evasing manuevers mr Sulu
|Pilot Initiative Pilot Initiative Pilot Initiative , Pilot flies to initiative with a [[1d20+@{ShipPiloting}]]
| Chief Mate Hard Turn, **Hard Turn** Push Attempt an Acrobatics or Athletics check DC [[10 + floor(1.5*@{StarshipTier})]]. If you succeed the pilot can make one turn during the round as though the maneuverability of the starship were improved by one step. This has no effect on a ship with perfect maneuverability. If you fail your check by 10 or more you overheat and temporarily degrade the effectiveness of the starship’s maneuvering thrusters causing the ship’s maneuverability to worsen by one step for the rest of this round.
|Chief Mate Maximize Speed, **Maximize Speed ** (Helm Phase Push)
If you have at least 12 ranks in Acrobatics or Athletics you can help the pilot get the most speed possible out of your ship pushing the engines to their limit. This requires spending 1 Resolve Point and succeeding at an Acrobatics or Athletics check DC [[25 + floor(1.5*@{StarshipTier})]] at which point the speed of your starship increases by 2 for this round. This increase is cumulative with other increases to speed such as from the engineer diverting power to the engines.

| Pilot Fly, **Fly** You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.

| Pilot Maneuver, **Maneuver** You move your starship up to its speed. You can also attempt a Piloting check DC [[15 + floor(1.5*@{StarshipTier})]] to reduce your starship’s distance between turns by 1 (to a minimum of 0).

| Pilot 6 Full Power, ** Full Power** Push

If you have at least 6 ranks in Piloting you can spend 1 Resolve Point to move your starship up to 1-1/2 times its speed. You can make turns during this movement but you add 2 to your starship’s distance between turns.
| Pilot Audacious Gambit, **Audacious Gambit**
If you have at least 12 ranks in Piloting you can spend 1 Resolve Point and attempt a Piloting check DC [[15 + floor(1.5*@{StarshipTier})]] to pull off complex maneuvers. You can move your starship up to its speed treating its distance between turns as if it were 2 lower (minimum 0). You can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship’s movement you can rotate your starship to face in any direction. If you fail the check you instead move as if you had taken the fly action (but still lose the Resolve Point).
|Pilot Back Off, **Back Off**
The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt you must succeed at a Piloting check DC [[10 + floor(1.5*@{StarshipTier})]]. On a failed check your starship moves backward only 1 hex. If you fail this check by 5 or more your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.
| Pilot Barrel Roll, **Barrel Roll** The starship moves up to half its speed and flips along its central axis. For the next gunnery phase the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt your starship must be Large or smaller and you must succeed at a Piloting check DC [[10 + floor(1.5*@{StarshipTier})]] . On a failed check the starship moves half its speed but doesn’t roll. If you fail by 5 or more your starship moves half its speed doesn’t roll and takes a –4 penalty to its AC and TL until the start of the next round.
| Pilot Evade, **Evade** The ship moves up to its speed and can turn as normal but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt you must succeed at a Piloting check [[10 + floor(1.5*@{StarshipTier})]] . If you fail the starship moves as normal. If you fail the check by 5 or more the starship moves as normal but it also takes a –2 penalty to its AC and TL until the start of the next round.
| Pilot Flip and Burn, **Flip and Burn** The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. To perform this stunt you must succeed at a Piloting check DC [[15 + floor(1.5*@{StarshipTier})]]. If you fail this check your starship moves forward half its speed but doesn’t rotate.
| Pilot Flyby, **Flyby** The ship moves as normal but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other Starships). During the following gunnery phase you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex) against any quadrant of the enemy starship. To perform this stunt you must succeed at a Piloting check DC [[15 + floor(1.5*@{OpponentsTier})]] If you fail this check your starship still moves as described above but you follow the normal rules for attacking (based on your starship’s final position and distance) and the movement provokes a free attack from that starship as normal.
| Pilot Flyby Calculator, **Flyby Calculator** You Succeed on a flyby vs a ship Tier [[floor((1d20+@{ShipPiloting}+ ?{Modifier|0} -15)/1.5)]] or less
| Pilot Slide, **Slide** Its electric dun dundundun dun dun dun dundun
The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. To perform this stunt you must succeed at a Piloting check DC [[10 + floor(1.5*@{StarshipTier})]] If you fail this check the ship moves forward up to half its speed and can’t make any turns.

|Pilot Turn In Place, **Turn in place** The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check.

| Science officer, **Balance Shields** You can balance the shields redirecting power from one quadrant to protect another. With a successful Computers check DC [[10 + floor(1.5*@{StarshipTier})]] you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant including to depleted shields (after rebalancing every shield must have at least 10% of the total current SP). Alternatively you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants putting any excess SP in the forward quadrant.

| Chief Mate Manual ReAlignment, **Manual realignment** Attempt an Acrobatics or Athletics check DC [[10 + floor(1.5*@{StarshipTier})]] If you succeed and the science officer also succeeds at their check to perform the scan action, they receive one additional piece of information, as though their result were 5 higher. If you fail the check by 10 or more, you knock the sensors out of alignment altogether, and no check to scan can be attempted this round as the system recalibrate.

| Science Officer Scan Rules, **Science Officer Scan Rules**

You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298). If you succeed at this check you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check you learn another unknown piece of information. Subsequent checks reveal new pieces of information continuing down this list.

1. Basic Information Living crew complement and ship classification size speed and maneuverability.
2. Defenses AC TL total and current Hull Points total and current Shield Points in each quadrant and core PCU value.
3. Weapon Information about one weapon including its firing arc and the damage it deals starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other Any remaining ship statistics.
| Science Officer Scan Calculator , ** Scan** Scan Vs DC [[ @{OpponentCounterMeasuresMk} +5+ [[floor(1.5*@{OpponentsTier})]]]]

You get one piece of info you didn't have plus one piece for every 5 by which you beat the DC
1. Basic Information Living crew complement and ship classification size speed and maneuverability.
2. Defenses AC TL total and current Hull Points total and current Shield Points in each quadrant and core PCU value.
3. Weapon Information about one weapon including its firing arc and the damage it deals starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other Any remaining ship statistics.
| Target System Rules, **Target System** Push
You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check applying any modifiers from the starship’s sensors. The DC equals 5 + 1-1/2 the tier of the enemy starship + its bonus from defensive countermeasures (see page 298). If you succeed choose one system (core engines life support sensors or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage it affects the chosen system. For any further critical damage resulting from the attack determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time though this action can be used to concurrently target systems on multiple starships.
| Target System Calculator, *Target System** You successfully Target vs a ship Tier [[floor((1d20+@{ShipScience}-@{OpponentCounterMeasuresMK}+ ?{Modifier|0} -5)/1.5)]] or less
| Science Officer 6 Lock on , **Lock on** Push If you have at least 6 ranks in Computers you can lock your starship’s targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check. The DC equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you succeed your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round.
| Lock on Calculator, **Lock on calculator** You successfully Lock on vs a ship Tier [[floor((1d20+@{ShipScience}-@{OpponentCounterMeasuresMK}+ ?{Modifier|0} -5)/1.5)]] or less
| Science officer 12 Improve Countermeasures, **Improve CounterMeasures** If you have at least 12 ranks in Computers you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you’re successful gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).
|Improve Countermeasures Calculator, **Improve CounterMeasures Calculator** If you have at least 12 ranks in Computers you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. You succeed against a ship tier [[floor((1d20+@{ShipScience}-@{OpponentCounterMeasuresMK}+ ?{Modifier|0} -5)/1.5)]] or less
If you’re successful gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons)
| Gunner Fire At Will, **Gunner Fire at will** Push You can fire any two starship weapons regardless of their arc. Each attack is made at a –4 penalty.
| Gunner Shoot, **Gunner Shoot** You can fire one of your starship’s weapons. If you use a turret weapon you can target a ship in any arc.
| Gunner 6 Broadside, **Broadside** Push At 6th level you can expend 1 Resolve Point to fire all of the starship weapons mounted in one arc (including turret-mounted weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty.
| Gunner Precise Targeting, **Precise Targeting** At 12th level you can perform a very precise strike by spending 1 Resolve Point and firing one starship weapon at a single target. If the attack hits and the enemy ship’s shields on that quadrant are depleted before your attack you deal critical damage to a random system. If the attack would normally cause critical damage the normal critical damage applies as well meaning your attack could potentially deal critical damage multiple times determine which system is damaged as normal each time } }}

Now I am sure on something that big, with a few errata and multiple pages, and roll 20s habbit of occasionally reverting a token back to a save without telling me, I've messed up SOMETHING on there. If you see something, let me know, I'll try to fix it.

*it was a fun half hour finding THAT out

5/5 5/55/55/5

Full conditions Macro:
&{template:default} {{=?{

| Asleep, **Asleep**
You are sleeping and helpless. While asleep, you take a –10 penalty to Perception checks to notice anything. If you succeed at a Perception check to notice something despite the penalty, you automatically awaken. You are also awoken if you are slapped or wounded. An ally can wake you as a standard action.
|Bleeding, **Bleeding**
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.
| Blinded, **Blinded**
You cannot see. You are flat-footed and take a –4 penalty to most Strength– and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can’t observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.
| Broken, **Broken**
Items that have taken damage in excess of half their total Hit Points gain the broken condition, meaning they are less effective at their designated tasks. The broken condition has the following effects, depending upon the item.
If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.
If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.
If the item is a vehicle, it has a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and its MPH are halved.
If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down (minimum 0).
If the item does not fit into any of these categories, the broken condition has no effect on its use.
Items with the broken condition, regardless of type, can be resold for only half the normal resale value (usually 5% of the item’s purchase price). Any item can be repaired with a mending or make whole Spell cast by a character with a caster level equal to or higher than the item’s level. Items lose the broken condition if the Spell restores the object to half its original Hit Points or higher.
In addition, magic items can be repaired with the Mysticism skill, and technological items can be repaired with the Engineering skill. Hybrid items can be repaired with either skill. Most repair shops (magical or technological) charge 10% of the item’s original purchase price to repair such damage (or more if the item is badly damaged or ruined).
| Burning, **Burning**
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
| Confused, **Confused**
You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial Spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.
If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.
d%
Behavior [[1d100]]
1–25
Act normally.
26–50
Do nothing but babble incoherently.
51–75
Deal 1d8 + Str modifier damage to self with item in hand.
76–100
Attack nearest creature.
If you can’t carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.
|Cowering, **Cowering**
You’re frozen with fear. You’re flat-footed and can take no actions.
|Daze, **Dazed**
You are unable to act normally. You can take no actions but have no penalty to your AC. A dazed condition typically lasts 1 round.
|Dazzled, **Dazzled**
You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks.
|Dead, **Dead**
You are dead when you have 0 Hit Points, are not stable, and have no Resolve Points remaining but would lose RP due to dying or taking damage while dying. (See Injury and Death for more information.) You can also die from ability damage, ability drain, or negative levels, or by taking massive damage.
When you are dead, your soul leaves your body and you are unable to act in any way. You can’t benefit from normal or magical healing, but you can be restored to life via magic or technology capable of such a feat. Your dead body decays normally unless it is preserved, but anything that restores you to life also restores your body either to full health or to its condition at the time of death (depending on the spell or device that’s reviving you). Either way, you need not worry about decomposition, rigor mortis, and other conditions that affect dead bodies after you are resurrected.
|Deafened, **Deafened**
You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
|Dying, **Dying**
A dying creature is unconscious and near death. Creatures at 0 Hit Points that have not stabilized are dying. A dying creature can take no actions and loses 1 Resolve Point each round at the end of its turn unless it is stabilized. A dying creature can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) to stabilize and can then spend another RP in a subsequent round to gain 1 Hit Point and stay in the fight. Stabilizing or being healed above 0 Hit Points ends the dying condition, as does death. See Injury and Death on page 250 for more information.
|Encumbered, **Encumbered**
All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength– and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse).
|Entangled, **Entangled**
You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
|Exhausted, **Exhausted**
You move at half speed, you can’t run or charge, and you take a –3 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls, Reflex saving throws, initiative checks, and Strength– and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 3. After 1 hour of complete rest, you instead become fatigued.
|Fascinated, **Fascinated**
You are entranced. While you have the fascinated condition, you stand or sit quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. You take a –4 penalty to skill checks made passively in response to others’ actions, such as Perception checks. Any potential threat, such as a hostile creature approaching, grants you a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a Spell, or aiming a ranged weapon at you, automatically ends the condition. An ally can shake you free of the effect and end this condition as a standard action.
|Fatigued, **Fatigued**
You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, Reflex saving throws, initiative checks, and Strength– and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are fatigued, doing an activity that would normally cause fatigue causes you to become exhausted instead. After 8 hours of complete rest, you are no longer fatigued.
|Flat Footed, **Flat-Footed**
At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.
|Frightened, **Frightened**
You flee from the source of your fear as best you can. If you are unable to flee, you can instead fight. You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks. You can use special abilities, including Spells, to flee; indeed, you must use such means if they are the only way you have to escape while you are frightened. If you are already frightened and become subject to an additional effect that would cause you to be frightened, the duration of the frightened condition increases by the duration of the second effect.
|Grappled, **Grappled**
You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.
You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
|Helpless, **Helpless**
You are bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. You are treated as having a Dexterity of 0 (making your Dexterity modifier –5), and melee attacks against you gain an additional +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against you.
| Nauseated, **Nauseated**
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
|Off Kilter, **Off-Kilter**
You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls.
You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. See Zero Gravity for more information.
|Off target, **Off-Target**
Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target.
| Over Burdened, **Overburdened**
All of your speeds are reduced to 5 feet, your maximum Dexterity bonus to your Armor Class is reduced to +0, and you take a –5 penalty to Strength– and Dexterity-based checks (or your armor’s armor check penalty, whichever is worse).
| Panicked, **Panicked**
You drop everything you are holding and flee at top speed along a random path away from the source of your fear, as well as from any other dangers you encounter. You can’t take any other actions. In addition, you take a –2 penalty to all ability checks, saving throws, and skill checks. If cornered, you cower and don’t attack, typically using the total defense action in combat and nothing else. You can use special abilities, including Spells, to flee; indeed, you must use such means if they are the only way you have to escape.
|Paralyzed, **Paralyzed**
You are almost entirely frozen in place and unable to move your body except to squirm slightly, move your eyes, and so on. You aren’t helpless, though you are treated as having a Dexterity modifier of –5. You can take purely mental actions but no physical actions. If you are flying in the air when you become paralyzed and your flight is dependent on physical means (such as wings), you fall. If you are swimming when you become paralyzed, you could drown (see Suffocation and Drowning on page 404). A creature can move through a space you occupy, whether or not it is your ally. Each square you occupy, however, counts as 2 squares to move through.
|Pinned, **Pinned**
You are tightly bound and can take few actions. While you are pinned, you can’t move and are flat-footed. You also take an additional –4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks (these penalties replace those from the grappled condition and also apply to attempts to grapple your opponent or free yourself; see Grapple). You are limited in the actions that you can take. You cannot take any action that requires the use of any of your limbs, but you can always attempt to free yourself, usually through an attack roll or Acrobatics check. You can’t make attacks of opportunity while you are pinned, but you can still take verbal and mental actions, such as Spellcasting.
|Prone, **Prone**
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.
|Shaken, **Shaken**
You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken, the duration of the shaken condition increases by the duration of the second effect.
|Sickened, **Sickened**
You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
|Stable, **Stable**
If you were dying but spent Resolve Points to stabilize (see Using Resolve Points), or if you received healing from an ally, you are stable. You are no longer dying, but you are still unconscious.
|Staggered, **Staggered**
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
|Stunned, **Stunned**
You drop everything you are holding, you can’t take actions, and you are flat-footed.
|Unconcious, **Unconscious*
You are knocked out and helpless. Unconsciousness can result from having 0 Hit Points.} }}

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

1 person marked this as a favorite.

Awesome macros
I tried the Conditions Macro, the commas (the &#44 in the above text translates to a comma on roll 20) break the macro ie if flat footed is selected it prints the info up to the comma and stops- " Flat Footed At the start of a combat"

I copy pasted into a word doc and did find/replace on the &#44 to remove it works perfectly as intended heres the updated macro text without the commas

&{template:default} {{=?{
| Asleep, **Asleep**
You are sleeping and helpless. While asleep; you take a –10 penalty to Perception checks to notice anything. If you succeed at a Perception check to notice something despite the penalty; you automatically awaken. You are also awoken if you are slapped or wounded. An ally can wake you as a standard action.
|Bleeding, **Bleeding**
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action; or through the application of any ability that restores Hit Points. If you take two or more bleed effects; you take only the damage from the worst effect.
| Blinded, **Blinded**
You cannot see. You are flat-footed and take a –4 penalty to most Strength– and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can’t observe other creatures; which means (among other things) that you treat all creatures as having total concealment (50% miss chance). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check; you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense other than vision still automatically fail all checks and activities relying on vision; but they suffer none of the other effects.
| Broken, **Broken**
Items that have taken damage in excess of half their total Hit Points gain the broken condition; meaning they are less effective at their designated tasks. The broken condition has the following effects; depending upon the item.
If the item is a weapon; any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.
If the item is armor; the bonuses it grants to AC are halved; rounding down. Broken armor doubles its armor check penalty to skill checks.
If the item is a vehicle; it has a –2 penalty to its AC and collision DC; its Piloting modifier decreases by 2; and its full speed and its MPH are halved.
If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks; saving throws; skill checks; or speed (including new movement speeds); those bonuses are halved; rounding down (minimum 0).
If the item does not fit into any of these categories; the broken condition has no effect on its use.
Items with the broken condition; regardless of type; can be resold for only half the normal resale value (usually 5% of the item’s purchase price). Any item can be repaired with a mending or make whole Spell cast by a character with a caster level equal to or higher than the item’s level. Items lose the broken condition if the Spell restores the object to half its original Hit Points or higher.
In addition; magic items can be repaired with the Mysticism skill; and technological items can be repaired with the Engineering skill. Hybrid items can be repaired with either skill. Most repair shops (magical or technological) charge 10% of the item’s original purchase price to repair such damage (or more if the item is badly damaged or ruined).
| Burning, **Burning**
You are on fire. As long as you have this condition; at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below); you take the listed amount of damage as fire damage (or 1d6 fire damage; if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning; you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw; you lose the burning condition. You can attempt a new saving throw each round you have this condition; and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand; you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
| Confused, **Confused**
You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe; and thus you treat all creatures as enemies; even your closest friends and family; if applicable. An ally who wishes to cast a beneficial Spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class; since you cannot be considered a willing target. If you are attacked while you’re confused; you always attack the creature that last attacked you until that creature is dead or out of sight; unless it is otherwise impossible for you to attack it that round. While confused; you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.
If you are not devoted to attacking a target; roll on the following table at the beginning of your turn each round to see what you do in that round.
d%
Behavior [[1d100]]
1–25
Act normally.
26–50
Do nothing but babble incoherently.
51–75
Deal 1d8 + Str modifier damage to self with item in hand.
76–100
Attack nearest creature.
If you can’t carry out the indicated action; you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.
|Cowering, **Cowering**
You’re frozen with fear. You’re flat-footed and can take no actions.
|Daze, **Dazed**
You are unable to act normally. You can take no actions but have no penalty to your AC. A dazed condition typically lasts 1 round.
|Dazzled, **Dazzled**
You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks.
|Dead, **Dead**
You are dead when you have 0 Hit Points; are not stable; and have no Resolve Points remaining but would lose RP due to dying or taking damage while dying. (See Injury and Death for more information.) You can also die from ability damage; ability drain; or negative levels; or by taking massive damage.
When you are dead; your soul leaves your body and you are unable to act in any way. You can’t benefit from normal or magical healing; but you can be restored to life via magic or technology capable of such a feat. Your dead body decays normally unless it is preserved; but anything that restores you to life also restores your body either to full health or to its condition at the time of death (depending on the spell or device that’s reviving you). Either way; you need not worry about decomposition; rigor mortis; and other conditions that affect dead bodies after you are resurrected.
|Deafened, **Deafened**
You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks; and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
|Dying, **Dying**
A dying creature is unconscious and near death. Creatures at 0 Hit Points that have not stabilized are dying. A dying creature can take no actions and loses 1 Resolve Point each round at the end of its turn unless it is stabilized. A dying creature can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP; maximum 3 RP) to stabilize and can then spend another RP in a subsequent round to gain 1 Hit Point and stay in the fight. Stabilizing or being healed above 0 Hit Points ends the dying condition; as does death. See Injury and Death on page 250 for more information.
|Encumbered, **Encumbered**
All of your speeds are reduced by 10 feet; your maximum Dexterity bonus to your Armor Class is reduced to +2; and you take a –5 penalty to Strength– and Dexterity-based checks (or you take your armor’s armor check penalty; whichever is worse).
|Entangled, **Entangled**
You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed; you cannot run or charge; and you take a –2 penalty to your AC; attack rolls; Reflex saving throws; initiative checks; and Dexterity-based skill and ability checks.
|Exhausted, **Exhausted**
You move at half speed; you can’t run or charge; and you take a –3 penalty to your Armor Class; attack rolls; melee damage rolls; thrown weapon damage rolls; Reflex saving throws; initiative checks; and Strength– and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 3. After 1 hour of complete rest; you instead become fatigued.
|Fascinated, **Fascinated**
You are entranced. While you have the fascinated condition; you stand or sit quietly; taking no actions other than to pay attention to the fascinating effect; for as long as the effect lasts. You take a –4 penalty to skill checks made passively in response to others’ actions; such as Perception checks. Any potential threat; such as a hostile creature approaching; grants you a new saving throw against the fascinating effect. Any obvious threat; such as someone drawing a weapon; casting a Spell; or aiming a ranged weapon at you; automatically ends the condition. An ally can shake you free of the effect and end this condition as a standard action.
|Fatigued, **Fatigued**
You can neither run nor charge; and you take a –1 penalty to your Armor Class; attack rolls; melee damage rolls; Reflex saving throws; initiative checks; and Strength– and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are fatigued; doing an activity that would normally cause fatigue causes you to become exhausted instead. After 8 hours of complete rest; you are no longer fatigued.
|Flat Footed, **Flat-Footed**
At the start of a combat; if you are surprised; you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.
|Frightened, **Frightened**
You flee from the source of your fear as best you can. If you are unable to flee; you can instead fight. You take a –2 penalty to ability checks; attack rolls; saving throws; and skill checks. You can use special abilities; including Spells; to flee; indeed; you must use such means if they are the only way you have to escape while you are frightened. If you are already frightened and become subject to an additional effect that would cause you to be frightened; the duration of the frightened condition increases by the duration of the second effect.
|Grappled, **Grappled**
You are restrained by a creature; effect; or trap. You can’t move; and you take a –2 penalty to your Armor Class; attack rolls; Reflex saving throws; initiative checks; and Dexterity-based skill and ability checks; except those made to grapple your opponent in turn or to escape a grapple. In addition; you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.
You can’t use Stealth to hide from the creature grappling you; even if a special ability allows you to hide when you normally couldn’t. If you become invisible; through a Spell or other ability; you gain a +2 circumstance bonus to your check to escape being grappled; but you receive no other benefit.
|Helpless, **Helpless**
You are bound; sleeping; unconscious; or otherwise completely at an opponent’s mercy. You are treated as having a Dexterity of 0 (making your Dexterity modifier –5); and melee attacks against you gain an additional +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against you.
| Nauseated, **Nauseated**
You are experiencing stomach distress. You can’t attack; cast Spells; concentrate on Spells; or do anything else requiring attention. The only action you can take is a single move action per turn.
|Off Kilter, **Off-Kilter**
You are disoriented and floating in zero gravity. You can’t take move actions to move your speed; crawl; or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls.
You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. See Zero Gravity for more information.
|Off target, **Off-Target**
Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target.
| Over Burdened, **Overburdened**
All of your speeds are reduced to 5 feet; your maximum Dexterity bonus to your Armor Class is reduced to +0; and you take a –5 penalty to Strength– and Dexterity-based checks (or your armor’s armor check penalty; whichever is worse).
| Panicked, **Panicked**
You drop everything you are holding and flee at top speed along a random path away from the source of your fear; as well as from any other dangers you encounter. You can’t take any other actions. In addition; you take a –2 penalty to all ability checks; saving throws; and skill checks. If cornered; you cower and don’t attack; typically using the total defense action in combat and nothing else. You can use special abilities; including Spells; to flee; indeed; you must use such means if they are the only way you have to escape.
|Paralyzed, **Paralyzed**
You are almost entirely frozen in place and unable to move your body except to squirm slightly; move your eyes; and so on. You aren’t helpless; though you are treated as having a Dexterity modifier of –5. You can take purely mental actions but no physical actions. If you are flying in the air when you become paralyzed and your flight is dependent on physical means (such as wings); you fall. If you are swimming when you become paralyzed; you could drown (see Suffocation and Drowning on page 404). A creature can move through a space you occupy; whether or not it is your ally. Each square you occupy; however; counts as 2 squares to move through.
|Pinned, **Pinned**
You are tightly bound and can take few actions. While you are pinned; you can’t move and are flat-footed. You also take an additional –4 penalty to your Armor Class; attack rolls; Reflex saving throws; initiative checks; and Dexterity-based skill and ability checks (these penalties replace those from the grappled condition and also apply to attempts to grapple your opponent or free yourself; see Grapple). You are limited in the actions that you can take. You cannot take any action that requires the use of any of your limbs; but you can always attempt to free yourself; usually through an attack roll or Acrobatics check. You can’t make attacks of opportunity while you are pinned; but you can still take verbal and mental actions; such as Spellcasting.
|Prone, **Prone**
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks; but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.
|Shaken, **Shaken**
You take a –2 penalty to attack rolls; saving throws; skill checks; and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken; the duration of the shaken condition increases by the duration of the second effect.
|Sickened, **Sickened**
You take a –2 penalty to attack rolls; weapon damage rolls; saving throws; skill checks; and ability checks.
|Stable, **Stable**
If you were dying but spent Resolve Points to stabilize (see Using Resolve Points); or if you received healing from an ally; you are stable. You are no longer dying; but you are still unconscious.
|Staggered, **Staggered**
You can take a single move action or standard action each round; but not both; nor can you take full actions. You can still take swift actions; but not reactions.
|Stunned, **Stunned**
You drop everything you are holding; you can’t take actions; and you are flat-footed.
|Unconcious, **Unconscious*
You are knocked out and helpless. Unconsciousness can result from having 0 Hit Points.} }}

5/5 5/55/55/5

Doh..'

this is why my degree is in trees

weird. the whole point of the HTML replace is supposed to be so it doesn't break a drop down..

edit weird seems to be working for me?

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

1 person marked this as a favorite.

Yep your original text works fine your right the problem appears to be when i save the macro it converts the &#44 to actual commas so if you use it again the commas do there comma thing and break it,

OK see what i did wrong seems that it only messes up if your using it as a macro in the macro tab menu (i was making a macro to give all players access to use if they wanted to check a condition they could roll it themselves), works perfectly fine on an actual character sheet macro.

5/5 5/55/55/5

Daniel Baker wrote:

Yep your original text works fine your right the problem appears to be when i save the macro it converts the &#44 to actual commas so if you use it again the commas do there comma thing and break it,

OK see what i did wrong seems that it only messes up if your using it as a macro in the macro tab menu (i was making a macro to give all players access to use if they wanted to check a condition they could roll it themselves), works perfectly fine on an actual character sheet macro.

Sometimes this really is like making an arcana check.... :)

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