Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells.
- Use the checkboxes to indicate whether each row is is worn/equipped and update AC. If you have another feature that also modifies your AC then add that here too.
-
-
AC (worn armor)
-
-
-
Dexerity Penalty
-
-
Total Speed Reduction
-
-
Combat Load
-
-
+
+
+
Base Attack Bonus
+
Base Damage Bonus
+
# Attacks
+
+
AC (worn armor)
+
Dexerity Penalty
+
Total Speed Reduction
+
+
Combat Load
+
+
Armor
+
Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells.
+ Use the checkboxes to indicate whether each row is is worn/equipped and update AC. If you have another feature that also modifies your AC then add that here too.
@@ -507,15 +510,10 @@
Combat
Coins
-
- Total Load
-
-
-
+
+ Total Load
+
+
Consumables
@@ -685,12 +683,12 @@
-
Spell Book
+
Spells
-
Temp Points
-
Spell Fatigue
+
Temp Points
+
Spell Fatigue
Casting Bonus
DC to Resist
@@ -1030,6 +1028,9 @@
+
+
+
Level
@@ -1051,63 +1052,79 @@
Base
Bonus
-
+
Strength
-
-
+
+
-
+
Dexterity
-
-
+
+
-
+
Mind
-
-
+
+
-
+
Charisma
-
-
+
+
+
+
+
+
+
+
Rogue Skill
+
+
Modify Base Skills
-
Skill
Base
+
Bonus
-
-
+
Physical
-
+
+
-
-
+
Subterfuge
-
+
+
-
-
+
Knowledge
-
+
+
-
-
+
Communion
-
+
+
-
-
+
Survival
-
+
+
-
-
+
Crafting
-
+
+
@@ -1130,7 +1147,7 @@
-
MONSTERS and NPCs
+
NPC / MONSTER
@@ -1273,7 +1290,7 @@ on("sheet:opened change:Class change:Level change:str change:mind change:dex cha
case "Fighter" : attack=physBonus+1; damage=physBonus; numAttacks=Math.floor(level/5)+1; skills1="Fighters start with +3 Physical, +1 to attack, and 1 Bonus HP."; skills2="+1 Physical at levels 3/6/9/12. Add phyiscal bonus to damage. Additional attacks at levels 5 and 10. +1 Bonus HP every level."; break;
case "Cleric" : attack=physBonus; spellbonus=commBonus+chaBonus; spelltext="Cleric casting roll: Communion/Charisma check vs. DC10 + spell level."; numAttacks=Math.floor(level/10)+1; skills1="The Cleric starts with +3 points in Communion. They cast Divine magic."; skills2="+1 Communion at levels 3/6/9/12."; break;
case "Rogue" : attack=physBonus; spellbonus=subtBonus+mindBonus; spelltext="Reading Scrolls: Knowledge/Mind check vs. DC10 + spell level."; numAttacks=Math.floor(level/10)+1; skills1="Rogues start with +2 points Subterfuge and +1 in any other skill."; skills2="+1 any skill at levels 2/4/6/8/10/12."; break;
- case "Hunter" : attack=physBonus+1; numAttacks=Math.floor(level/8)+1; skills1="The Hunter starts with +2 points in Survival,+1 Physical and +1 to attack."; skills2="+1 Survival at levels 3/6/9/12. They get an additional attack at level 8."; break;
+ case "Hunter" : attack=physBonus; numAttacks=Math.floor(level/5)+1; skills1="The Hunter starts with +2 points in Survival,+1 Physical and +1 to ranged attack."; skills2="+1 Survival at levels 3/6/9/12. They get an additional attack at level 8."; break;
case "Mage" : attack=physBonus; spellbonus=knowBonus+mindBonus; spelltext="Mage casting:Subterfuge/Mind check vs. DC10 + spell level."; skills1="Mages start with +3 Knowledge. They cast Arcane magic."; skills2="+1 Knowledge at levels 3/6/9/12."; break;
case "Druid" : attack=physBonus; spellbonus=survBonus+chaBonus; spelltext="Druid casting: Survival/Charisma check vs. DC10 + spell level."; numAttacks=Math.floor(level/10)+1; skills1="The Druid starts with +2 Survival, +1 Communion. They cast Divine magic."; skills2="+1 Surival at levels 3/6/9/12."; break;
case "Enchanter" : attack=physBonus; spellbonus=subtBonus+mindBonus; spelltext="Enchanter casting: Subterfuge/Mind check vs. DC10 + spell level."; skills1="Enchanter starts with +1 Knowledge and +2 Subterfuge. They cast Arcane magic."; skills2="+1 Subterfuge at levels 3/6/9/12."; break;
@@ -1555,7 +1572,7 @@ var recalculateRangedModifiers = function recalculateRangedModifiers() {
case "heavy": Dam = 4; Enc = Ammo; calcHitbonus = Attack + DEXBonus + AttackMod + magicBonus; calcDambonus = Damage + STRBonus + DamageMod + magicBonus; break;
}
- if (sclass == "Hunter") {calcDambonus += survBonus;}
+ if (sclass == "Hunter") {calcHitbonus += 1; calcDambonus += survBonus;}
if ((checkEquip) == true) {Encumb += Enc;}
output["repeating_rangedweapon_"+ idArray[i] + "_rangedWeaponsize"] = size;
output["repeating_rangedweapon_"+ idArray[i] +"_rangedDam"] = Dam;