4th Edition D&D: Get Your Macros Here
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- emirikol
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4th Edition D&D: Get Your Macros Here
I did some macros for the pregenerated FIGHTER character of Keep on the Shadowfell. PLEASE CONTRIBUTE MORE! Remember to check "Disable HTML in this post."
<b>Melee Basic Attack: (Maul)</>[d20+6]
<u><b>Damage:</b>[2d6+3]</u>
<b><I> Ranged Basic Attack: (Crossbow)</I></b>[d20+3]
<b><u>Damage: </b>[d8]</u>
FIGHTER
<i><b>Cleave </b> You hit one enemy, then cleave into another.</i>
<b>Melee Power Attack: (Maul)</>[d20+6]
<u><b>Hit:</b> normal damage, and an enemy adjacent to you takes 3 damage.[2d6+3]</u>
<i><b>Reaping Strike </b> You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.</i>
<b>Melee Power Attack: (Maul)</>[d20+6]
<u><b>Hit:</b> normal damage[2d6+3]</u>
<u><b>Miss:</b>3 damage</u>
<i><b>Spinning Sweep </b> You spin beneath your enemy’s guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.</i>
<b>Melee Power Attack: (Maul)</>[d20+6]
<u><b>Hit:</b> normal damage, and knock the target prone. [2d6+3]</u>
<i><b>Brute Strike </b> You shatter armor and bone with a ringing blow.</I>
<b>Melee Power Attack: (Maul)</>[d20+6]
<u><b>Hit:</b> normal damage, and knock the target prone. [2d6+3]</u>
<i><b>Unstoppable </b> You let your adrenaline surge carry you through the battle.</I>
<u><b>Power Effect:</b> gain temporary hit points [2d6+3]</u>
<i><b>Crushing Blow </b> You wind up and deliver a devastating blow with your weapon.</I>
<b>Melee Power Attack: (Maul)</>[d20+7]
<u><b>Hit:</b> extra damage [4d6+8]</u>
<b>Melee Basic Attack: (Maul)</>[d20+6]
<u><b>Damage:</b>[2d6+3]</u>
<b><I> Ranged Basic Attack: (Crossbow)</I></b>[d20+3]
<b><u>Damage: </b>[d8]</u>
FIGHTER
<i><b>Cleave </b> You hit one enemy, then cleave into another.</i>
<b>Melee Power Attack: (Maul)</>[d20+6]
<u><b>Hit:</b> normal damage, and an enemy adjacent to you takes 3 damage.[2d6+3]</u>
<i><b>Reaping Strike </b> You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.</i>
<b>Melee Power Attack: (Maul)</>[d20+6]
<u><b>Hit:</b> normal damage[2d6+3]</u>
<u><b>Miss:</b>3 damage</u>
<i><b>Spinning Sweep </b> You spin beneath your enemy’s guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.</i>
<b>Melee Power Attack: (Maul)</>[d20+6]
<u><b>Hit:</b> normal damage, and knock the target prone. [2d6+3]</u>
<i><b>Brute Strike </b> You shatter armor and bone with a ringing blow.</I>
<b>Melee Power Attack: (Maul)</>[d20+6]
<u><b>Hit:</b> normal damage, and knock the target prone. [2d6+3]</u>
<i><b>Unstoppable </b> You let your adrenaline surge carry you through the battle.</I>
<u><b>Power Effect:</b> gain temporary hit points [2d6+3]</u>
<i><b>Crushing Blow </b> You wind up and deliver a devastating blow with your weapon.</I>
<b>Melee Power Attack: (Maul)</>[d20+7]
<u><b>Hit:</b> extra damage [4d6+8]</u>
Yes, I'm a chiropractor. Gamer fitness at Hafner Chiropractic in Lakewood, CO: http://www.HafnerChiropractic.com
- Veggiesama
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- emirikol
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Yea, I left that for YOU guys to do
jh
jh
Yes, I'm a chiropractor. Gamer fitness at Hafner Chiropractic in Lakewood, CO: http://www.HafnerChiropractic.com
- UntoldGlory
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Keep in mind that those rolls are simplified from the actual powers.
Like, Cleave is actually "Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier
Increase damage to 2[W] + Strength modifier at 21st level." So a token macro with token properties for weapondamage and a calculated strength mod would be useful to prevent work when levelling up. Like my 3.5 macos look like this:
Melee Attack:
/me attacks with his <b>Longsword</b>! [d20+StrBon+BaseAtt+Weap1Bonus+MiscAttBonus]
Melee Damage:
/me hits with his <b>Longsword</b>, dealing [Weap1Dam+StrBon+MiscDamBonus] damage!
Fort Save:
/me rolls a <b>Fortitude</b> save: [d20+ConBon+Fort+MiscSaveBonus]
Though there are a staggering number of properties you'd need for a 4E token really. I talk about that a bit more HERE
Like, Cleave is actually "Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier
Increase damage to 2[W] + Strength modifier at 21st level." So a token macro with token properties for weapondamage and a calculated strength mod would be useful to prevent work when levelling up. Like my 3.5 macos look like this:
Melee Attack:
/me attacks with his <b>Longsword</b>! [d20+StrBon+BaseAtt+Weap1Bonus+MiscAttBonus]
Melee Damage:
/me hits with his <b>Longsword</b>, dealing [Weap1Dam+StrBon+MiscDamBonus] damage!
Fort Save:
/me rolls a <b>Fortitude</b> save: [d20+ConBon+Fort+MiscSaveBonus]
Though there are a staggering number of properties you'd need for a 4E token really. I talk about that a bit more HERE
Fighter Powers - Up to Level 2.
Since default text is black, I chose to use Gray for the Daily Powers.
I also put the word Damage at the end of the line because it will be helpful when you start adding keywords like Fire and Radiant.
<DIV style="color:green"><b>Melee Attack: (Maul)</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage1+StrBonus]<b>Damage.</> </DIV>
<DIV style="color:green"><b>Ranged Attack: (Dagger)</>[d20+WeaponBonus4+DexBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage4+DexBonus] <b>Damage.</> </DIV>
<DIV style="color:green"><b>Cleave</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage1+StrBonus] <b>Damage</> and an enemy adjacent to you takes 3 damage. </DIV>
<DIV style="color:green"><b>Reaping Strike</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage1+StrBonus] <b>Damage.</> <br>3 Damage on a Miss. </DIV>
<DIV style="color:red"><b>Spinning Sweep</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage1+StrBonus] <b>Damage</> and you knock the target prone. </DIV>
<DIV style="color:gray"><b>Brute Strike</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br> [WeaponDamage1+WeaponDamage1+WeaponDamage1+StrBonus] <b>Damage.</> </DIV>
<DIV style="color:gray"><b>Unstoppable</>[2d6+3] temporary hp. </DIV>
I also put the word Damage at the end of the line because it will be helpful when you start adding keywords like Fire and Radiant.
<DIV style="color:green"><b>Melee Attack: (Maul)</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage1+StrBonus]<b>Damage.</> </DIV>
<DIV style="color:green"><b>Ranged Attack: (Dagger)</>[d20+WeaponBonus4+DexBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage4+DexBonus] <b>Damage.</> </DIV>
<DIV style="color:green"><b>Cleave</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage1+StrBonus] <b>Damage</> and an enemy adjacent to you takes 3 damage. </DIV>
<DIV style="color:green"><b>Reaping Strike</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage1+StrBonus] <b>Damage.</> <br>3 Damage on a Miss. </DIV>
<DIV style="color:red"><b>Spinning Sweep</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br>[WeaponDamage1+StrBonus] <b>Damage</> and you knock the target prone. </DIV>
<DIV style="color:gray"><b>Brute Strike</>[d20+WeaponBonus1+StrBonus+LevelBonus] vs. <b>AC</> <br> [WeaponDamage1+WeaponDamage1+WeaponDamage1+StrBonus] <b>Damage.</> </DIV>
<DIV style="color:gray"><b>Unstoppable</>[2d6+3] temporary hp. </DIV>
hennebeck - you might want to keep your eye on the maptool forum as I have been working on getting a few in already.
If you want to keep working on the fighter powers that would be great. I have started the paladin and will be working on the cleric ones shortly.
We should also decide on a common set of campaign properties to use.
Also are you creating Token Macros or just regular Macros?
If you want to keep working on the fighter powers that would be great. I have started the paladin and will be working on the cleric ones shortly.
We should also decide on a common set of campaign properties to use.
Also are you creating Token Macros or just regular Macros?
I don't know.
I made Macros for the Fighter Token.
I also have my campaign Properties, posted below.
I am only making those which I need right now.
As I sit around at work, I'll probably get to more down the line.
As for Feats, Like Dwarven Weapon Training, I added that as a Campaign Property, but figured I only need to fill that in on those characters that take it.
And on the powers, well, I just figure I have a set of Fighter ones, and then, I'll add the Dwarven Weapon Training on in the specific Token that has it.
No point in adding that variable to the main Fighter Powers if only 1/8 even use it.
Level
*HP
*@#Bloodied
*@#Healing_Surge
*@#Surges_Per_Day
*@#Action_Points
*AC
*Fortitude
*Reflex
*Will
*Speed
MiscAttBonus
MiscDamBonus
MiscSaveBonus
ArmorCheckPenalty (ACP)
WeaponBonus1 (WB1)
WeaponBonus2 (WB2)
WeaponBonus3 (WB3)
WeaponBonus4 (WB4)
WeaponDamage1 (WD1)
WeaponDamage2 (WD2)
WeaponDamage3 (WD3)
WeaponDamage4 (WD4)
Strength (Str)
Dexterity (Dex)
Constitution (Con)
Intelligence (Int)
Wisdom (Wis)
Charisma (Cha)
Acrobatics
Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery
StrBonus
DexBonus
ConBonus
IntBonus
WisBonus
ChaBonus
LevelBonus
DwarvenWeaponTraining
Discription (Disc)
I made Macros for the Fighter Token.
I also have my campaign Properties, posted below.
I am only making those which I need right now.
As I sit around at work, I'll probably get to more down the line.
As for Feats, Like Dwarven Weapon Training, I added that as a Campaign Property, but figured I only need to fill that in on those characters that take it.
And on the powers, well, I just figure I have a set of Fighter ones, and then, I'll add the Dwarven Weapon Training on in the specific Token that has it.
No point in adding that variable to the main Fighter Powers if only 1/8 even use it.
Level
*HP
*@#Bloodied
*@#Healing_Surge
*@#Surges_Per_Day
*@#Action_Points
*AC
*Fortitude
*Reflex
*Will
*Speed
MiscAttBonus
MiscDamBonus
MiscSaveBonus
ArmorCheckPenalty (ACP)
WeaponBonus1 (WB1)
WeaponBonus2 (WB2)
WeaponBonus3 (WB3)
WeaponBonus4 (WB4)
WeaponDamage1 (WD1)
WeaponDamage2 (WD2)
WeaponDamage3 (WD3)
WeaponDamage4 (WD4)
Strength (Str)
Dexterity (Dex)
Constitution (Con)
Intelligence (Int)
Wisdom (Wis)
Charisma (Cha)
Acrobatics
Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery
StrBonus
DexBonus
ConBonus
IntBonus
WisBonus
ChaBonus
LevelBonus
DwarvenWeaponTraining
Discription (Disc)
-
- Giant
- Posts: 172
- Joined: Sat Jun 14, 2008 10:44 pm
Consolidate the list
Dramorez has been pulling together the different lists into one. I thought posting it here would be a good idea so folks can add to it in one thread.
-------------------|CORE|-------------------
Level
ClassHP
HP
*#CurrentHP
Bloodied
Healing_Surge
Surges_Per_Day
*#Surges_Left
Action_Points
Initiative
*#RollInitiative
AC
*#CurrentAC
Fortitude
Reflex
Will
SavingThrows
*#Speed
----------------|EQUIPMENT|-----------------
MiscAttBonus
MiscDamBonus
MiscSaveBonus
ArmorCheckPenalty (ACP)
WeaponBonus1 (WB1)
WeaponBonus2 (WB2)
WeaponBonus3 (WB3)
WeaponBonus4 (WB4)
WeaponDamage1 (WD1)
WeaponDamage2 (WD2)
WeaponDamage3 (WD3)
WeaponDamage4 (WD4)
Armor
Shield
----------------|ATTRIBUTES|----------------
Strength (Str)
Dexterity (Dex)
Constitution (Con)
Intelligence (Int)
Wisdom (Wis)
Charisma (Cha)
------------------|SKILLS|------------------
Acrobatics
Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery
------------------|BONUS|-------------------
StrBonus
DexBonus
ConBonus
IntBonus
WisBonus
ChaBonus
LevelBonus
FireDmgBonus
LightningDmgBonus
AcidDmgBonus
ColdDmgBonus
------------------|FEATS|-------------------
DwarvenWeaponTraining
Discription (Disc)
Last edited by Dramorez on Mon Jun 16, 2008 10:42 am
-------------------|CORE|-------------------
Level
ClassHP
HP
*#CurrentHP
Bloodied
Healing_Surge
Surges_Per_Day
*#Surges_Left
Action_Points
Initiative
*#RollInitiative
AC
*#CurrentAC
Fortitude
Reflex
Will
SavingThrows
*#Speed
----------------|EQUIPMENT|-----------------
MiscAttBonus
MiscDamBonus
MiscSaveBonus
ArmorCheckPenalty (ACP)
WeaponBonus1 (WB1)
WeaponBonus2 (WB2)
WeaponBonus3 (WB3)
WeaponBonus4 (WB4)
WeaponDamage1 (WD1)
WeaponDamage2 (WD2)
WeaponDamage3 (WD3)
WeaponDamage4 (WD4)
Armor
Shield
----------------|ATTRIBUTES|----------------
Strength (Str)
Dexterity (Dex)
Constitution (Con)
Intelligence (Int)
Wisdom (Wis)
Charisma (Cha)
------------------|SKILLS|------------------
Acrobatics
Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery
------------------|BONUS|-------------------
StrBonus
DexBonus
ConBonus
IntBonus
WisBonus
ChaBonus
LevelBonus
FireDmgBonus
LightningDmgBonus
AcidDmgBonus
ColdDmgBonus
------------------|FEATS|-------------------
DwarvenWeaponTraining
Discription (Disc)
Last edited by Dramorez on Mon Jun 16, 2008 10:42 am
-
- Giant
- Posts: 172
- Joined: Sat Jun 14, 2008 10:44 pm
question
Also, I am new to this macro thing what do these signify (* and *@# vs just the name)
*HP
*@#Bloodied
*HP
*@#Bloodied
These define if and who can see the property next to the picture of the token when you hover over it with your mouse. Check the 'edit campaign properties' in the edit menu.
Actually, my properties that have *# should have the @ thing in front of them as well. Players can see their own properties .
The reason why I have such things as CurrentHP and CurrentAC is because I use formula for the values of AC and HP. I don't want those to show when you hover over the token, but I would like to see my AC and HP get calculated automatically.
I uploaded the TEMPLATE we've been designing for new player characters to the monstertokens group files:
http://groups.google.com/group/monstertokens
EDIT: The list above isn't up to date anymore. Unfortunately I can't change it because I didn't post it. A more up to date with comments from our hero UntoldGlory can be found in this post:
http://forums.rptools.net/viewtopic.php?t=4171
Actually, my properties that have *# should have the @ thing in front of them as well. Players can see their own properties .
The reason why I have such things as CurrentHP and CurrentAC is because I use formula for the values of AC and HP. I don't want those to show when you hover over the token, but I would like to see my AC and HP get calculated automatically.
I uploaded the TEMPLATE we've been designing for new player characters to the monstertokens group files:
http://groups.google.com/group/monstertokens
EDIT: The list above isn't up to date anymore. Unfortunately I can't change it because I didn't post it. A more up to date with comments from our hero UntoldGlory can be found in this post:
http://forums.rptools.net/viewtopic.php?t=4171
DM: The guards are about to break open the door! What do you do?
Male wizard: I get naked and pretend to be the owner of the house!
http://groups.google.com/group/monstertokens
Male wizard: I get naked and pretend to be the owner of the house!
http://groups.google.com/group/monstertokens