Description:
This output sheet is designed for people who game with their laptops open.
csheet_fantasy_laptop.htm is for small laptops and netbooks with a 600 to 800 pixel
wide display. csheet_fantasy_laptop_ws.htm is for wide screen laptops, as it uses
two columns for the layout.
Most optional sections that takes up more than a couple of lines have a way to collapse the output,
so as to fit something else on the screen. A person does not need to see the whole spell list
or inventory all the time, so they have been stuffed into collapsable sections.
Since this sheet is more interactive, one could open the seven spells they have memorized,
and then close each spell after it has been cast. Memorized spells can also be tracked by
clicking on the ¤ to mark them as prepared with §. Current hit points/wound points/power
points are now also trackable with the +/- buttons. For those receive bonuses from
spells or auras to hit/damage on either melee or ranged attacks, those can now be temporarily
tracked and auto computed. Spells that temporarily affect armor class can be configured by
clicking on the [cfg] button, and then activated by clicking on the AC bonus type.
An example is Mage Armor would be configured as Spell Armor, 4. If clicking an AC type gives you a
grey button, it has not been configured yet.
The spell blocks display statistics as if they were cast at your current base level with only
"all the time" variables from feats/traits/special abilities accounted for like "+1 Caster Level
for fire spells". There is no current mechanism to apply metamagic feats or recalculate stats
based upon temporary ability score changes from the plus/minus buttons on the sheet.
Setup:
If you place a |NAME|.jpg small portrait, and a |NAME|_Full.jpg picture of
your charcter in the same directory as the .htm file, the portrait will show on the main page, and the _Full
picture will show on when the Full Header button is clicked to display the charcter's bio and background.
Large Die Icon:
The large die image is missing.
Copy ...\pcgen\preview\d20\fantasy\images\gold\die.png to your character directory,
usually |DIR.PCG|, where this page is, to activate a dice rolling icon in the Saves and Initiative sections.
Small Die Icon:
The small die image is missing.
Copy ...\pcgen\preview\d20\fantasy\images\gold\die_small.png to your character directory,
usually |DIR.PCG|, where this page is, to activate a dice rolling icon in the Saves and Initiative sections.
Transfer to another location:
To carry the character sheet to any web host or file directory, the following files are needed:
|NAME|.htm ~ This web page.
die.png ~ The large die graphic used in the attack and initiative areas.
die_small.png ~ The small die graphic used in the skills area.
|NAME|.jpg ~ an optional small portrait of the character 100 pixels high.
|NAME|_full.jpg ~ an optional large portrait of the character in the 400 pixels size range.
Color Keys:
are buttons to add to or subtract from
the value in their neighboring box and recompute many of the stats. Temporary changes to stats or short term
bonuses to saves can be tracked and recomputed this way.
Red in the Current HP box is damaged,
Yellow is for manual tracking of temporary HP bonuses like Aid.
LightBlue tracks values that have changed due to temporary ability changes including Barbarian Rages.
Purple Ability values and modifiers that have changed due to temporary changes.
Yellow /Cyan
hovers are section markers that expand/collapse sections when clicked.
Green links are spells/feats/special abilities
that expand with a larger description block.
Clicking on an expanded spell box's "Spell Name" will close the expanded box.
External HTML links are decorated a little more than ususal so they stand out as leaving the page. The only current usage is for linking to the output sheet for a Familiar/Mount/Follower.
The and roll results cycle through a rainbow of pastel colors. It makes them stand out a bit, and since it is possible to roll the same results twice in a row, the color is changed to indicate the new roll. The roll results and timestamps are recorded below in this section as a temporary record. They are not saved to a file, and clear if the page is reloaded.
Credits:
csheet_fantasy_combined.htm Richard O'Doherty-Gregg, arcady, Barak, Roger Host, Thomas Jannes, Chuck Pint, Eddy Anthony, Tir-Gwaith, karianna and more I am sure. A long and glorious list of contributors.
csheet_fantasy_laptop_ws.htm Forked from the 5.16.0 version of csheet_fantasy_combined.htm by Mike Elliott, aka SatinKnights.
Recorded Dice Rolls:
|NAME| ~•~ |CLASSLIST|
|IIF(VAR.IF(var("UseAlternateDamage")==0;1;0):1)|
|ELSE|
|ENDIF|
BASE ATTACK Bonus
|ATTACK.MELEE|
Spell Resistance
|SR|
SPEED
|MOVEMENT|
Elemental Resistance
|%VAR.AcidResistanceBonus.GTEQ.1|
|VAR.AcidResistanceBonus.INTVAL| Acid
|%|
|%VAR.ColdResistanceBonus.GTEQ.1|
|VAR.ColdResistanceBonus.INTVAL| Cold
|%|
|%VAR.FireResistanceBonus.GTEQ.1|
|VAR.FireResistanceBonus.INTVAL| Fire
|%|
|%VAR.ElectricityResistanceBonus.GTEQ.1|
|VAR.ElectricityResistanceBonus.INTVAL| Electricity
|%|
|%VAR.EvilResistanceBonus.GTEQ.1|
|VAR.EvilResistanceBonus.INTVAL| Evil
|%|
|%VAR.HolyResistanceBonus.GTEQ.1|
|VAR.HolyResistanceBonus.INTVAL| Holy
|%|
|%VAR.UnholyResistanceBonus.GTEQ.1|
|VAR.UnholyResistanceBonus.INTVAL| Unholy
|%|
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
|IIF(RACETYPE:Animal.OR.RACETYPE:Companion.OR.RACETYPE:Beast.OR.RACETYPE:Construct.OR.RACETYPE:Dragon.OR.RACETYPE:Magical Beast.OR.RACETYPE:Outsider.OR.RACETYPE:Shapechanger)|
|FOR,%cnt,0,20,1,1|
|ARMOR.BARDING.ALL.%cnt.NAME|
|ARMOR.BARDING.ALL.%cnt.TYPE|
|ARMOR.BARDING.ALL.%cnt.TOTALAC|
|ARMOR.BARDING.ALL.%cnt.MAXDEX|
|ARMOR.BARDING.ALL.%cnt.ACCHECK|
|ARMOR.BARDING.ALL.%cnt.SPELLFAIL|
|ARMOR.BARDING.ALL.%cnt.SPROP|
|ENDFOR|
|ELSE|
|FOR,%cnt,0,20,1,1|
|ARMOR.SUIT.ALL.%cnt.NAME|
|ARMOR.SUIT.ALL.%cnt.TYPE|
|ARMOR.SUIT.ALL.%cnt.TOTALAC|
|ARMOR.SUIT.ALL.%cnt.MAXDEX|
|ARMOR.SUIT.ALL.%cnt.ACCHECK|
|ARMOR.SUIT.ALL.%cnt.SPELLFAIL|
|ARMOR.SUIT.ALL.%cnt.SPROP|
|ENDFOR|
|FOR,%cnt,0,20,1,1|
|ARMOR.SHIRT.ALL.%cnt.NAME|
|ARMOR.SHIRT.ALL.%cnt.TYPE|
|ARMOR.SHIRT.ALL.%cnt.TOTALAC|
|ARMOR.SHIRT.ALL.%cnt.MAXDEX|
|ARMOR.SHIRT.ALL.%cnt.ACCHECK|
|ARMOR.SHIRT.ALL.%cnt.SPELLFAIL|
|ARMOR.SHIRT.ALL.%cnt.SPROP|
|ENDFOR|
|ENDIF|
SHIELD
TYPE
AC
CHECK
SPELL FAILURE
|FOR,%cnt,0,20,1,1|
|ARMOR.SHIELD.ALL.%cnt.NAME|
|ARMOR.SHIELD.ALL.%cnt.TYPE|
|ARMOR.SHIELD.ALL.%cnt.TOTALAC|
|ARMOR.SHIELD.ALL.%cnt.ACCHECK|
|ARMOR.SHIELD.ALL.%cnt.SPELLFAIL|
|ARMOR.SHIELD.ALL.%cnt.SPROP|
|ENDFOR|
ITEMS
AC
|FOR,%cnt,0,20,1,1|
|ARMOR.ITEM.ALL.%cnt.NAME|
|ARMOR.ITEM.ALL.%cnt.ACBONUS|
|ARMOR.ITEM.ALL.%cnt.SPROP|
|ENDFOR|
// Barding displays for Animals or other probable mount types
|IIF(RACETYPE:Animal.OR.RACETYPE:Companion.OR.RACETYPE:Beast.OR.RACETYPE:Construct.OR.RACETYPE:Dragon.OR.RACETYPE:Magical Beast.OR.RACETYPE:Outsider.OR.RACETYPE:Shapechanger)|
|FOR,%cnt,0,10,1,1|
|ARMOR.BARDING.ALL.%cnt.NAME|
TYPE
ARMOR BONUS
MAX DEX BONUS
|ARMOR.BARDING.ALL.%cnt.TYPE|
|ARMOR.BARDING.ALL.%cnt.TOTALAC|
|ARMOR.BARDING.ALL.%cnt.MAXDEX|
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
|ARMOR.BARDING.ALL.%cnt.ACCHECK|
|ARMOR.BARDING.ALL.%cnt.SPELLFAIL|
|ARMOR.BARDING.ALL.%cnt.SPROP|
|ENDFOR|
|ENDIF|
|FOR,%cnt,0,10,1,1|
|ARMOR.SUIT.ALL.%cnt.NAME|
TYPE
ARMOR BONUS
MAX DEX BONUS
|ARMOR.SUIT.ALL.%cnt.TYPE|
|ARMOR.SUIT.ALL.%cnt.TOTALAC|
|ARMOR.SUIT.ALL.%cnt.MAXDEX|
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
|ARMOR.SUIT.ALL.%cnt.ACCHECK|
|ARMOR.SUIT.ALL.%cnt.SPELLFAIL|
|ARMOR.SUIT.ALL.%cnt.SPROP|
|ENDFOR|
|FOR,%cnt,0,10,1,1|
|ARMOR.SHIRT.ALL.%cnt.NAME|
TYPE
ARMOR BONUS
MAX DEX BONUS
|ARMOR.SHIRT.ALL.%cnt.TYPE|
|ARMOR.SHIRT.ALL.%cnt.TOTALAC|
|ARMOR.SHIRT.ALL.%cnt.MAXDEX|
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
|ARMOR.SHIRT.ALL.%cnt.ACCHECK|
|ARMOR.SHIRT.ALL.%cnt.SPELLFAIL|
|ARMOR.SHIRT.ALL.%cnt.SPROP|
|ENDFOR|
|FOR,%cnt,0,100,1,1|
|ARMOR.SHIELD.ALL.%cnt.NAME|
TYPE
ARMOR BONUS
MAX DEX BONUS
|ARMOR.SHIELD.ALL.%cnt.TYPE|
|ARMOR.SHIELD.ALL.%cnt.TOTALAC|
|ARMOR.SHIELD.ALL.%cnt.MAXDEX|
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
|ARMOR.SHIELD.ALL.%cnt.ACCHECK|
|ARMOR.SHIELD.ALL.%cnt.SPELLFAIL|
|ARMOR.SHIELD.ALL.%cnt.SPROP|
|ENDFOR|
|%ARMOR.ITEM.1|
ITEMS
AC
|FOR.0,100,1,\ARMOR.ITEM.ALL.%.NAME\ \ARMOR.ITEM.ALL.%.ACBONUS\ \ARMOR.ITEM.ALL.%.SPROP\ , , ,1|
|%|
|%WEAPONPROF|
|%|
EQUIPMENT ( - //)
|IIF(TOTAL.LOAD:Light)|
|TOTAL.LOAD| Load
|ENDIF|
|IIF(TOTAL.LOAD:Medium)|
|TOTAL.LOAD| Load
|ENDIF|
|IIF(TOTAL.LOAD:Heavy)|
|TOTAL.LOAD| Load
|ENDIF|
|IIF(TOTAL.LOAD:Overload)|
|TOTAL.LOAD|
|ENDIF|
QTY Name WT QTY Name WT
|FOR,%equip1,0,(COUNT[EQUIPMENT.MERGELOC.Not.Coin.NOT.Gem]-1),1,0|
|OIF(EVEN:%equip1,, )|
|EQ.MERGELOC.Not.Coin.NOT.Gem.%equip1.QTY.INTVAL|
|EQ.MERGELOC.Not.Coin.NOT.Gem.%equip1.NAME.MAGIC~~ |
|OIF(EVEN:%equip1, , )|
|ENDFOR|
MONEY
|FOR.0,COUNT[EQTYPE.Coin],1, \EQTYPE.Coin.%.NAME\, , ,1|
|FOR.0,COUNT[EQTYPE.Gem],1, \EQTYPE.Gem.%.NAME\ (Value: ) , , ,1|
|%VAR.GOLD|
|GOLD| gp value in unspecified coins
|%|
|%MISC.FUNDS|
|MISC.FUNDS|
|%|
|IIF(count("ABILITIES";"CATEGORY=Archetype";"TYPE=Archetype";"VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")>0)|
ARCHETYPES
|FOR,%archetype,0,count("ABILITIES","CATEGORY=Archetype","TYPE=Archetype","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")-1,1,0|
|OIF(EVEN:%archetype,, )|
|ABILITYALL.Archetype.VISIBLE.%archetype.TYPE=Archetype| •
|IIF(TEXT.LENGTH.ABILITYALL.Archetype.VISIBLE.%archetype.TYPE=Archetype.BENEFIT.GT.TEXT.LENGTH.ABILITYALL.Archetype.VISIBLE.%archetype.TYPE=Archetype.DESC)|
|ABILITYALL.Archetype.VISIBLE.%archetype.TYPE=Archetype.BENEFIT|
|ELSE|
|ABILITYALL.Archetype.VISIBLE.%archetype.TYPE=Archetype.DESC|
|ENDIF|
|ENDFOR|
|ENDIF|
|IIF(count("ABILITIES";"CATEGORY=Afflictions";"TYPE=Affliction";"VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")>0)|
AFFLICTIONS
|FOR,%affliction,0,count("ABILITIES","CATEGORY=Afflictions","TYPE=Affliction","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")-1,1,0|
|OIF(EVEN:%affliction,, )|
|ABILITYALL.Afflictions.VISIBLE.%affliction.TYPE=Affliction| •
|ABILITYALL.Afflictions.VISIBLE.%affliction.TYPE=Affliction.DESC|
|ENDFOR|
|ENDIF|
|%DOMAIN.1|
Cleric of |DEITY| ~ |DEITY.DESCRIPTION|
Holy Symbol: |DEITY.HOLYITEM|
Favored Weapon: |DEITY.FAVOREDWEAPON|
Domain
Granted Power
|FOR.1,COUNT[DOMAINS]+1,1,\DOMAIN.%\ \DOMAIN.%.POWER\ , , ,1|
|%|
|%DEITY.SA|
Special Abilities
|DEITY.SA|
|%|
|%DOMAIN.1|
|IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=DomainPower")>0)|
|FOR,%domainPower,0,count("ABILITIES","CATEGORY=Special Ability","TYPE=DomainPower")-1,1,0|
|ABILITYALL.Special Ability.%domainPower.TYPE=DomainPower|
|IIF(TEXT.LENGTH.ABILITYALL.Special Ability.%domainPower.TYPE=DomainPower.BENEFIT:0)|
|ABILITYALL.Special Ability.%domainPower.TYPE=DomainPower.DESC|
|ELSE|
|ABILITYALL.Special Ability.%domainPower.TYPE=DomainPower.BENEFIT|
|ENDIF|
|ENDFOR|
|ENDIF|
|%|
|%FOLLOWERTYPE.Familiar|
Familiar: |FOLLOWERTYPE.FAMILIAR.0.NAME| (|FOLLOWERTYPE.FAMILIAR.0.RACE|)
Collapse
FORT:
|FOLLOWERTYPE.FAMILIAR.0.CHECK.FORTITUDE.TOTAL|
REF:
|FOLLOWERTYPE.FAMILIAR.0.CHECK.REFLEX.TOTAL|
WILL:
|FOLLOWERTYPE.FAMILIAR.0.CHECK.WILL.TOTAL|
HP:
|FOLLOWERTYPE.FAMILIAR.0.HP|
AC:
|FOLLOWERTYPE.FAMILIAR.0.AC.Total|
INIT:
|FOLLOWERTYPE.FAMILIAR.0.INITIATIVEMOD|
|FOR,%wep,0,COUNT[FOLLOWERTYPE.FAMILIAR.0.EQTYPE.WEAPON]-1,1,0|
|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%wep.NAME|
|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%wep.TOTALHIT|
DAMAGE:
|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%wep.DAMAGE|
CRITICAL:
|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%wep.CRIT|/x|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%wep.MULT|
|ENDFOR|
Special:
|FOLLOWERTYPE.FAMILIAR.0.SPECIALLIST|
|%|
|%FOLLOWERTYPE.SPECIAL MOUNT|
Special Mount: |FOLLOWERTYPE.SPECIAL MOUNT.0.NAME| (|FOLLOWERTYPE.SPECIAL MOUNT.0.RACE|)
Collapse
FORT:
|FOLLOWERTYPE.SPECIAL MOUNT.0.CHECK.FORTITUDE.TOTAL|
REF:
|FOLLOWERTYPE.SPECIAL MOUNT.0.CHECK.REFLEX.TOTAL|
WILL:
|FOLLOWERTYPE.SPECIAL MOUNT.0.CHECK.WILL.TOTAL|
HP:
|FOLLOWERTYPE.SPECIAL MOUNT.0.HP|
AC:
|FOLLOWERTYPE.SPECIAL MOUNT.0.AC.Total|
INIT:
|FOLLOWERTYPE.SPECIAL MOUNT.0.INITIATIVEMOD|
|FOR,%wep,0,COUNT[FOLLOWERTYPE.SPECIAL MOUNT.0.EQTYPE.WEAPON]-1,1,0|
|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%wep.NAME|
|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%wep.TOTALHIT|
DAMAGE:
|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%wep.DAMAGE|
CRITICAL:
|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%wep.CRIT|/x|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%wep.MULT|
|ENDFOR|
Special:
|FOLLOWERTYPE.SPECIAL MOUNT.0.SPECIALLIST|
|%|
|%FOLLOWERTYPE.MOUNT|
Mount: |FOLLOWERTYPE.MOUNT.0.NAME| (|FOLLOWERTYPE.MOUNT.0.RACE|)
Collapse
FORT:
|FOLLOWERTYPE.MOUNT.0.CHECK.FORTITUDE.TOTAL|
REF:
|FOLLOWERTYPE.MOUNT.0.CHECK.REFLEX.TOTAL|
WILL:
|FOLLOWERTYPE.MOUNT.0.CHECK.WILL.TOTAL|
HP:
|FOLLOWERTYPE.MOUNT.0.HP|
AC:
|FOLLOWERTYPE.MOUNT.0.AC.Total|
INIT:
|FOLLOWERTYPE.MOUNT.0.INITIATIVEMOD|
|FOR,%wep,0,COUNT[FOLLOWERTYPE.MOUNT.0.EQTYPE.WEAPON]-1,1,0|
|FOLLOWERTYPE.MOUNT.0.WEAPON.%wep.NAME|
|FOLLOWERTYPE.MOUNT.0.WEAPON.%wep.TOTALHIT|
DAMAGE:
|FOLLOWERTYPE.MOUNT.0.WEAPON.%wep.DAMAGE|
CRITICAL:
|FOLLOWERTYPE.MOUNT.0.WEAPON.%wep.CRIT|/x|FOLLOWERTYPE.MOUNT.0.WEAPON.%wep.MULT|
|ENDFOR|
Special:
|FOLLOWERTYPE.MOUNT.0.SPECIALLIST|
|%|
|%FOLLOWERTYPE.ANIMAL COMPANION|
|FOR,%anm,0,COUNT[FOLLOWERTYPE.ANIMAL COMPANION]-1,1,0|
Animal Companion: |FOLLOWERTYPE.ANIMAL COMPANION.%anm.NAME| (|FOLLOWERTYPE.ANIMAL COMPANION.%anm.RACE|)
Collapse
FORT:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.CHECK.FORTITUDE.TOTAL|
REF:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.CHECK.REFLEX.TOTAL|
WILL:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.CHECK.WILL.TOTAL|
HP:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.HP|
AC:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.AC.Total|
INIT:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.INITIATIVEMOD|
|FOR,%wep,0,COUNT[FOLLOWERTYPE.ANIMAL COMPANION.%anm.EQTYPE.WEAPON]-1,1,0|
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.WEAPON.%wep.NAME|
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.WEAPON.%wep.TOTALHIT|
DAMAGE:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.WEAPON.%wep.DAMAGE|
CRITICAL:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.WEAPON.%wep.CRIT|/x|FOLLOWERTYPE.ANIMAL COMPANION.%anm.WEAPON.%wep.MULT|
|ENDFOR|
Special:
|FOLLOWERTYPE.ANIMAL COMPANION.%anm.SPECIALLIST|
|ENDFOR|
|%|
|%FOLLOWERTYPE.FOLLOWERS|
HENCHMEN
|FOR,%follower,0,COUNT[FOLLOWERTYPE.FOLLOWERS]-1,1,0|
|FOLLOWERTYPE.FOLLOWERS.%follower.NAME|,
|ENDFOR|
|%|
|%MISC.COMPANIONS|
|%|
|%MISC.MAGIC|
MAGIC
|MISC.MAGIC|
|NOTE.ALL.. . |
|%|
|%PROHIBITEDLIST|
|%|
|IIF(HASFEAT:Turn Undead)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Turn Undead)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Rebuke Undead)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Rebuke Undead)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Turn Air)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Turn Air)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Rebuke Air)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Rebuke Air)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Turn Earth)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Turn Earth)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Rebuke Earth)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Rebuke Earth)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Turn Fire)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Turn Fire)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Rebuke Fire)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Rebuke Fire)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Turn Water)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Turn Water)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Rebuke Water)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Rebuke Water)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Turn Plant)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Turn Plant)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Rebuke Plant)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Rebuke Plant)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Turn Outsider)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Turn Outsider)|
|ENDIF|
|ENDIF|
|IIF(HASFEAT:Rebuke Outsider)|
|ELSE|
|IIF(ABILITYALLLIST.Special Ability.DESC:Rebuke Outsider)|
|ENDIF|
|ENDIF|
AMMUNITION
|EQ.IS.Ammunition.0.NAME|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
|EQ.IS.Ammunition.1.NAME|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
|%TEMPLATE.1|
|%|
|%COUNT[TEMPBONUSNAMES]|
Temporary Bonuses Applied
|FOR,%temp,0,COUNT[TEMPBONUSNAMES]-1,1,0|
|IIF(%temp:0)|
|ELSE|
•
|ENDIF|
|TEMPBONUS.%temp|
|ENDFOR|
|%|
|IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=SpecialAttack")>0)|
|ENDIF|
|IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=AnimalTrick")>0)|
|ENDIF|
|IIF(count("ABILITIES";"CATEGORY=Special Ability")>0)|
SPECIAL QUALITIES
|FOR,%bar,0,(count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")-1),1,0|
|IIF(%bar:0)|
|ELSE|
|IIF(count("ABILITIES";"CATEGORY=Special Ability";"VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")-count("ABILITIES";"CATEGORY=Special Ability";"TYPE=SpecialAttack")>%bar)|
•
|ENDIF|
|ENDIF|
|ABILITYALL.Special Ability.VISIBLE.%bar.!TYPE=SpecialAttack|
|ENDFOR|
|ENDIF|
|%COUNT[SA]|
SPECIAL ABILITIES
|SPECIALLIST|
|%|
FEATS
NAME
SHORT DESCRIPTION
|FOR,%feat,0,COUNT[FEATSALL.VISIBLE]-1,1,0|
|OIF(EVEN:%feat,, )|
|FEATALL.VISIBLE.%feat|
|FEATALL.VISIBLE.%feat.DESC|
|ENDFOR|
FEATS
NAME
LONGER BENEFIT DESCRIPTION
|FOR,%feat,0,COUNT[FEATSALL.VISIBLE]-1,1,0|
|OIF(EVEN:%feat,, )|
|FEATALL.VISIBLE.%feat|
|FEATALL.VISIBLE.%feat.BENEFIT|
|ENDFOR|
|%VAR.BarbRageTimesLVL.INTVAL|;
|%|
|%VAR.TOTALPOWERPOINTS.GTEQ.1|
|%|
|FOR,%spellrace,COUNT[SPELLRACE],COUNT[SPELLRACE],1,0|
|IIF(%spellrace:0)|
|ELSE|
|FOR,%spellbook,1,1,1,1|
|FOR,%class,0,0,1,1|
|FOR,%level,0,0,1,1|
|%SPELLLISTBOOK.%class.%level.%spellbook|
|FOR,%spell,0,COUNT[SPELLSINBOOK.%class.%spellbook.%level]-1,1,0|
|SPELLMEM.%class.%spellbook.%level.%spell.NAME|
DC: |SPELLMEM.%class.%spellbook.%level.%spell.DC|
Save: |SPELLMEM.%class.%spellbook.%level.%spell.SAVEINFO|
|IIF(SPELLMEM.%class.%spellbook.%level.%spell.CASTINGTIME:1 standard action)|
Time: std
|ELSE|
Time: |SPELLMEM.%class.%spellbook.%level.%spell.CASTINGTIME|
|ENDIF|
Duration: |SPELLMEM.%class.%spellbook.%level.%spell.DURATION|
Comp: |SPELLMEM.%class.%spellbook.%level.%spell.COMPONENTS|
SR: |SPELLMEM.%class.%spellbook.%level.%spell.SR|
School: |SPELLMEM.%class.%spellbook.%level.%spell.SCHOOL|
Target Area: |SPELLMEM.%class.%spellbook.%level.%spell.TARGET|
Range: |SPELLMEM.%class.%spellbook.%level.%spell.RANGE|
Source: |SPELLMEM.%class.%spellbook.%level.%spell.SOURCEPAGE|
Effect: |SPELLMEM.%class.%spellbook.%level.%spell.EFFECT|
Caster Level: |SPELLMEM.%class.%spellbook.%level.%spell.CASTERLEVEL|
|ENDFOR|
|%|
|ENDFOR|
|ENDFOR|
|ENDFOR|
|FOR,%spellbook,2,COUNT[SPELLBOOKS]-1,1,0|
|FOR,%class,0,0,1,1|
|FOR,%level,0,0,1,1|
|%SPELLLISTBOOK.%class.%level.%spellbook|
|SPELLBOOKNAME.%spellbook| Innate Spells
|FOR,%spell,0,COUNT[SPELLSINBOOK.%class.%spellbook.%level]-1,1,0|
|SPELLMEM.%class.%spellbook.%level.%spell.NAME|
DC: |SPELLMEM.%class.%spellbook.%level.%spell.DC|
Save: |SPELLMEM.%class.%spellbook.%level.%spell.SAVEINFO|
|IIF(SPELLMEM.%class.%spellbook.%level.%spell.CASTINGTIME:1 standard action)|
Time: std
|ELSE|
Time: |SPELLMEM.%class.%spellbook.%level.%spell.CASTINGTIME|
|ENDIF|
Duration: |SPELLMEM.%class.%spellbook.%level.%spell.DURATION|
Comp: |SPELLMEM.%class.%spellbook.%level.%spell.COMPONENTS|
SR: |SPELLMEM.%class.%spellbook.%level.%spell.SR|
School: |SPELLMEM.%class.%spellbook.%level.%spell.SCHOOL|
Target Area: |SPELLMEM.%class.%spellbook.%level.%spell.TARGET|
Range: |SPELLMEM.%class.%spellbook.%level.%spell.RANGE|
Source: |SPELLMEM.%class.%spellbook.%level.%spell.SOURCEPAGE|
Effect: |SPELLMEM.%class.%spellbook.%level.%spell.EFFECT|
Caster Level: |SPELLMEM.%class.%spellbook.%level.%spell.CASTERLEVEL|
|ENDFOR|
|%|
|ENDFOR|
|ENDFOR|
|ENDFOR|
|ENDIF|
|ENDFOR|
Spells
|FOR,%class,COUNT[SPELLRACE],COUNT[CLASSES],1,0|
|ENDFOR|
|FOR,%spellbook,0,0,1,0|
|FOR,%class,COUNT[SPELLRACE],COUNT[SPELLRACE]+COUNT[CLASSES]-1,1,1|
|%SPELLLISTCLASS.%class|
|FOR,%level,0,MAXSPELLLEVEL.%class,1,1|
|FOR,%spellcount,COUNT[SPELLSINBOOK.%class.%spellbook.%level],COUNT[SPELLSINBOOK.%class.%spellbook.%level],1,0|
|IIF(%spellcount:0)|
|ELSE|
|FOR,%spell,0,COUNT[SPELLSINBOOK.%class.%spellbook.%level]-1,1,0|
|SPELLMEM.%class.%spellbook.%level.%spell.BONUSSPELL|
|SPELLMEM.%class.%spellbook.%level.%spell.NAME|
Lvl: |%level|
DC: |SPELLMEM.%class.%spellbook.%level.%spell.DC|
Save: |SPELLMEM.%class.%spellbook.%level.%spell.SAVEINFO|
|IIF(SPELLMEM.%class.%spellbook.%level.%spell.CASTINGTIME:1 standard action)|
Time: std
|ELSE|
Time: |SPELLMEM.%class.%spellbook.%level.%spell.CASTINGTIME|
|ENDIF|
Duration: |SPELLMEM.%class.%spellbook.%level.%spell.DURATION|
Comp: |SPELLMEM.%class.%spellbook.%level.%spell.COMPONENTS|
SR: |SPELLMEM.%class.%spellbook.%level.%spell.SR|
School: |SPELLMEM.%class.%spellbook.%level.%spell.SCHOOL|
Target Area: |SPELLMEM.%class.%spellbook.%level.%spell.TARGET|
|IIF(SPELLLISTTYPE.%class:Psionic)|
|FOR,%ppcost,(%level*2)-1,(%level*2)-1,1,1|
|IIF(%ppcost:-1)|
PP: 0/1
|ELSE|
PP: %ppcost
|ENDIF|
|ENDFOR|
|ELSE|
|ENDIF|
Range: |SPELLMEM.%class.%spellbook.%level.%spell.RANGE|
Source: |SPELLMEM.%class.%spellbook.%level.%spell.SOURCESHORT| |SPELLMEM.%class.%spellbook.%level.%spell.SOURCEPAGE|
|IIF(SPELLMEM.%class.%spellbook.%level.%spell.COST:0)|
Effect: |SPELLMEM.%class.%spellbook.%level.%spell.EFFECT|
|ELSE|
Effect: |SPELLMEM.%class.%spellbook.%level.%spell.EFFECT|
COST: |SPELLMEM.%class.%spellbook.%level.%spell.COST|
|ENDIF|
Caster Level: |SPELLMEM.%class.%spellbook.%level.%spell.CASTERLEVEL|
|ENDFOR|
|ENDIF|
|ENDFOR|
|ENDFOR|
|%|
|ENDFOR|
|ENDFOR|