Here is a newest version of sheet with added temp luck mode, temp To Hit mod and temp Damage mod for luck and weapons tables. I will try to incorporate it in already sent sheets - if there would be no changes from my propositions.
[ +- ] ToA v3.7
Create character
Name | Zean | Race | Human | background | Pirate | Sex: | Male
|
Class | Magic user | Level: | 1 | XP: | 0/10 | Age: | 61 |
Att <GS,TF> | Att Mod | Situation Mod | Check | Skilled Check
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Str 8 <, > | | 0 | ,d20 | ,d20
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Dex 10 <, > | | 0 | ,d20 | ,d20
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Con 11 <, > | | 0 | ,d20 | ,d20
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Int 18 <, > | | 0 | ,d20 | ,d20
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Per 9 <, > | | 0 | ,d20 | ,d20
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Will 9 <, > | | 0 | ,d20 | ,d20
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Cha 10 <, > | | 0 | ,d20 | ,d20
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Init <, > | | 0 | ,d20 |
[table="center zebra rolls"]
Att <GS,TF>|Att Mod | Situation Mod|Check|Skilled Check
Str [_str=8] <[_$=floor(str / 2)], [_$=min(20, floor(str*1.5)+1)]>|[_strMod$=lookupBonus(str,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_strSitMod=0]|[_$=min((str+strSitMod),18)],d20|[_$=min((str+strSitMod+1),18)],d20
Dex [_dex=10] <[_$=floor(dex / 2)], [_$=min(20, floor(dex*1.5)+1)]>|[_dexMod$=lookupBonus(dex,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_dexSitMod=0]|[_$=min((dex+dexSitMod),18)],d20|[_$=min((dex+dexSitMod+1),18)],d20
Con [_con=11] <[_$=floor(con / 2)], [_$=min(20, floor(con*1.5)+1)]>|[_conMod$=lookupBonus(con,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_conSitMod=0]|[_$=min((con+conSitMod),18)],d20|[_$=min((con+conSitMod+1),18)],d20
Int [_int=18] <[_$=floor(int / 2)], [_$=min(20, floor(int*1.5)+1)]>|[_intMod$=lookupBonus(int,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_intSitMod=0]|[_$=min((int+intSitMod),18)],d20|[_$=min((int+intSitMod+1),18)],d20
Per [_per=9] <[_$=floor(per / 2)], [_$=min(20, floor(per*1.5)+1)]>|[_perMod$=lookupBonus(per,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_perSitMod=0]|[_$=min((per+perSitMod),18)],d20|[_$=min((per+perSitMod+1),18)],d20
Will [_wil=9] <[_$=floor(wil / 2)], [_$=min(20, floor(wil*1.5)+1)]>|[_wilMod$=lookupBonus(wil,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_wilSitMod=0]|[_$=min((wil+wilSitMod),18)],d20|[_$=min((wil+wilSitMod+1),18)],d20
Cha [_cha=10] <[_$=floor(cha / 2)], [_$=min(20, floor(cha*1.5)+1)]>|[_chaMod$=lookupBonus(cha,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_chaSitMod=0]|[_$=min((str+chaSitMod),18)],d20|[_$=min((str+chaSitMod+1),18)],d20
Init [_init$=floor((dex+int)/2)] <[_$=floor(init / 2)], [_$=min(20, floor(init*1.5)+1)]>|[_initMod$=lookupBonus(init,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_initSitMod=0]|[_$=min((init+initSitMod),18)],d20
[/table]
[table]
HP per level: [_lvlM=1] | HP: | [_hp=12] / [_maxHp$=(lvl*lvlM)+con]
AC Bonus: [_armor=1] | [b]AC[/b]: [_ac$=10+dexMod+armor]
Class Attack Bonus: | [_ab=0]
Rerolls: | [_rerolls=2/2]
Rescue avbl: | [_rescue=1/1]
DDM: [_ddm=1]|DDM die: [_ddmd$=lookupBonus(lvl,1,3,8,4,6,10,7,9,12)]|Magic Item Die: 20
Favour: | [_favour=0/1]
Death save mod: [_dsmod=0]|Death Save: [_$=max(10+max(wilMod,conMod),10)+dsmod]
[/table]
[ +- ] Status
[color=";background-color:#f2fff2;display: block;padding: 1rem;border: solid 2px #88ff88;"]
[table=ht]
Health: [_$=hp] / [_$=maxHp] | AC: [_$=ac]
Rerolls: [_$=rerolls] | Rescue avbl: [_$=rescue]
Cur DDM: [_$=ddm]|Favour:[_$=favour]
Minor Exploit avbl: [_=1/1] | Major Exploit avbl: [_=1/1]
[/table]
[/color]
Bonus to Luck: 0 | Luck: 11 / | Temp Luck mod: 0 |
| Str | Dex | Con | Int | Per | Will | Cha | Init
|
Luck | ,d20 | ,d20 | ,d20 | ,d20 | ,d20 | ,d20 | ,d20 | ,d20 |
Temp: To Hit bonus:
0 | Damage bonus:
0
Temp: To Hit bonus: [_tempHitBonus=0] | Damage bonus: [_tmpDmgBonus=0]
[table="rolls d20 dnd5e"]
Name|Range|+Hit|Damage|Nat 19|Crit Damage|Properties
[_=Shortsword]|[_=Melee]|[_$=+ab+strMod+tempHitBonus]|[_dieNo=1]d[_die=6][_resultMod=-1][_$=+tmpDmgBonus]|[_=1d12]|[_$=dieNo*die+resultMod+tmpDmgBonus+ceil(lvl/2)]|[_=+2 Initiative; Nat 19: Blade trauma OR Disarm]
[_=Long bow]|[_=V. Far]|[_$=+ab+perMod+tempHitBonus]|[_dieNo=1]d[_die=8][_resultMod=+0][_$=+tmpDmgBonus]|[_=1d12]|[_$=dieNo*die+resultMod+tmpDmgBonus+ceil(lvl/2)]|[_=Two handed; Nat 19: Missile Trauma] Ammo End Chance: [_=1/6]
[/table]
Skills: Deception, Apothecary, Arcane, Lore, Gather Info, Watercraft, Stealth
Skills: [_=Deception, Apothecary, Arcane, Lore, Gather Info, Watercraft, Stealth]
SENSE MAGIC
Notesaction to make Int (Arcane Lore) check to detect magic within Close.
action to make Int (Arcane Lore) check to detect magic within Close.
Spell: Speaker of Tongues; Touch; 2d6h
NotesThis spell allows the target to speak and understand all languages. On a Great Success, the target can also read and write all languages.
This spell allows the target to speak and understand all languages. On a Great Success, the target can also read and write all languages.
Spell: Shadows & Dust p.108
Notes
Spell: Brain Burst p.104
Notes
Known languages: (Max: )
NotesCommon
Common
Standard Gear Slots:
Encumbered Gear Slots:
Battle Gear: / | Pack gear: /
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Shortsword | Bedroll
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Long bow | Rations: 5
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Torch | Yellow lotus: 1
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| Spellbook
|
|
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Pouch: Tinderbox | Worn: Cloak, Leather armor |
Standard Gear Slots: [_gslots$=max(str, 10)]
Encumbered Gear Slots: [_egslots$=max(2*str, 10)]
[table=ht]
[f=center][b]Battle Gear: [_bgslots$=floor(gslots / 2)]/[_ebgslots$=floor(egslots / 2)][/b][/f] | Pack gear: [_pgslots$=gslots - bgslots]/[_epgslots$=egslots - ebgslots]
[_=Shortsword] | [_=Bedroll]
[_=Long bow] | [_=Rations: 5]
[_=Torch] | [_=Yellow lotus: 1]
[_=] | [_=Spellbook]
[_=] | [_=]
[b]Pouch: [_=Tinderbox][/b]|[b]Worn: [/b][_=Cloak, Leather armor]
[/table]
[table]PP|GP|EP|SP|CP
[_=0]|[_=0]|[_=0]|[_=10]|[_=0][/table]
Rerolls
NotesGenerally speaking, if you fail a roll you can’t retry. Rerolls are the exception; by spending one you may roll again. Only one reroll maybe used per check, and only for the following kinds of checks:
◆ An Attribute check if you have a relevant Skill or Background.
◆ Luck rolls.
◆ Death saves.
◆ Short Rest checks.
Generally speaking, if you fail a roll you can’t retry. Rerolls are the exception; by spending one you may roll again. Only one reroll maybe used per check, and only for the following kinds of checks:
◆ An Attribute check if you have a relevant Skill or Background.
◆ Luck rolls.
◆ Death saves.
◆ Short Rest checks.
Critical hits
NotesA critical hit occurs when the 1d20 attack roll is a natural 20. Critical hits by PCs cause max damage plus half level (round up). Other characters cause max damage only. Exploding damage dice do not explode on a crit.
A critical hit occurs when the 1d20 attack roll is a natural 20. Critical hits by PCs cause max damage plus half level (round up). Other characters cause max damage only. Exploding damage dice do not explode on a crit.
Skills
NotesSkills are not required to do the vast majority of things.Being skilled however grants a +1 bonus on a relevant Attribute roll, and if you fail, you may use a Reroll to try again.
Skills are not required to do the vast majority of things.Being skilled however grants a +1 bonus on a relevant Attribute roll, and if you fail, you may use a Reroll to try again.
Luck
NotesLuck is a special Attribute. Each time you succeed on a Luck roll, you must reduce your current Luck by one point. Once Luck is spent, it is not restored until your next adventure. Luck is your saving throw, but also powers the following abilities:
◆ Major Exploits: cause special effects such as cutting off limbs or incapacitation. They are applied in addition to damage.
◆ Minor Exploits (push, trip, etc) are also available but do not cost Luck (see p.78)
◆ Rescues are out of turn interventions that allow you to negate an adverse effect for an ally. Each PC may only attempt one Rescue per adventure (see p.79).
◆ Party Retreats: if things turns sour in combat, PCs may attempt to escape by making a Party Retreat test (p.72).
Luck is a special Attribute. Each time you succeed on a Luck roll, you must reduce your current Luck by one point. Once Luck is spent, it is not restored until your next adventure. Luck is your saving throw, but also powers the following abilities:
◆ Major Exploits: cause special effects such as cutting off limbs or incapacitation. They are applied in addition to damage.
◆ Minor Exploits (push, trip, etc) are also available but do not cost Luck (see p.78)
◆ Rescues are out of turn interventions that allow you to negate an adverse effect for an ally. Each PC may only attempt one Rescue per adventure (see p.79).
◆ Party Retreats: if things turns sour in combat, PCs may attempt to escape by making a Party Retreat test (p.72).
[spoiler="Art"][img]https://i.imgur.com/87pqiZ5.jpeg[/img][/spoiler]
"Hail pounding cobbled.
[table="compact"]
[b]Name[/b]|[_=Zean]|[b]Race[/b]|[_=Human]|[b]background[/b]|[_=Pirate]|[b]Sex:[/b] | [_=Male]
[b]Class[/b]|[_=Magic user]|[b]Level:[/b] | [_lvl=1] | [b]XP:[/b] | [_=0]/[_=10]| [b]Age:[/b] | [_=61][/table]
[2column]
[col]
[abilities=Attributes]
[table="center zebra rolls"]
Att <GS,TF>|Att Mod | Situation Mod|Check|Skilled Check
Str [_str=8] <[_$=floor(str / 2)], [_$=min(20, floor(str*1.5)+1)]>|[_strMod$=lookupBonus(str,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_strSitMod=0]|[_$=min((str+strSitMod),18)],d20|[_$=min((str+strSitMod+1),18)],d20
Dex [_dex=10] <[_$=floor(dex / 2)], [_$=min(20, floor(dex*1.5)+1)]>|[_dexMod$=lookupBonus(dex,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_dexSitMod=0]|[_$=min((dex+dexSitMod),18)],d20|[_$=min((dex+dexSitMod+1),18)],d20
Con [_con=11] <[_$=floor(con / 2)], [_$=min(20, floor(con*1.5)+1)]>|[_conMod$=lookupBonus(con,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_conSitMod=0]|[_$=min((con+conSitMod),18)],d20|[_$=min((con+conSitMod+1),18)],d20
Int [_int=18] <[_$=floor(int / 2)], [_$=min(20, floor(int*1.5)+1)]>|[_intMod$=lookupBonus(int,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_intSitMod=0]|[_$=min((int+intSitMod),18)],d20|[_$=min((int+intSitMod+1),18)],d20
Per [_per=9] <[_$=floor(per / 2)], [_$=min(20, floor(per*1.5)+1)]>|[_perMod$=lookupBonus(per,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_perSitMod=0]|[_$=min((per+perSitMod),18)],d20|[_$=min((per+perSitMod+1),18)],d20
Will [_wil=9] <[_$=floor(wil / 2)], [_$=min(20, floor(wil*1.5)+1)]>|[_wilMod$=lookupBonus(wil,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_wilSitMod=0]|[_$=min((wil+wilSitMod),18)],d20|[_$=min((wil+wilSitMod+1),18)],d20
Cha [_cha=10] <[_$=floor(cha / 2)], [_$=min(20, floor(cha*1.5)+1)]>|[_chaMod$=lookupBonus(cha,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_chaSitMod=0]|[_$=min((str+chaSitMod),18)],d20|[_$=min((str+chaSitMod+1),18)],d20
Init [_init$=floor((dex+int)/2)] <[_$=floor(init / 2)], [_$=min(20, floor(init*1.5)+1)]>|[_initMod$=lookupBonus(init,3,4,-3,5,6,-2,7,8,-1,9,12,0,13,14,1,15,16,2,17,18,3,19,20,4,21,22,5,23,30,6)]|[_initSitMod=0]|[_$=min((init+initSitMod),18)],d20
[/table]
[/abilities]
[/col]
[col]
[abilities=Status]
[table]
HP per level: [_lvlM=1] | HP: | [_hp=12] / [_maxHp$=(lvl*lvlM)+con]
AC Bonus: [_armor=1] | [b]AC[/b]: [_ac$=10+dexMod+armor]
Class Attack Bonus: | [_ab=0]
Rerolls: | [_rerolls=2/2]
Rescue avbl: | [_rescue=1/1]
DDM: [_ddm=1]|DDM die: [_ddmd$=lookupBonus(lvl,1,3,8,4,6,10,7,9,12)]|Magic Item Die: 20
Favour: | [_favour=0/1]
Death save mod: [_dsmod=0]|Death Save: [_$=max(10+max(wilMod,conMod),10)+dsmod]
[/table]
[/abilities]
[snippet=Status]
[color=";background-color:#f2fff2;display: block;padding: 1rem;border: solid 2px #88ff88;"]
[table=ht]
Health: [_$=hp] / [_$=maxHp] | AC: [_$=ac]
Rerolls: [_$=rerolls] | Rescue avbl: [_$=rescue]
Cur DDM: [_$=ddm]|Favour:[_$=favour]
Minor Exploit avbl: [_=1/1] | Major Exploit avbl: [_=1/1]
[/table]
[/color]
[/snippet]
[/col]
[/2column]
[table=compact]Bonus to Luck: [_luckBonus=0] | Luck: [_luck=11] / [_maxluck$=10 + ceil(lvl/2)+luckBonus]|Temp Luck mod: [_tempLuckMod=0]
[/table]
[table=rolls]
|Str|Dex|Con|Int|Per|Will|Cha|Init
Luck [_$=+tempLuckMod]| [_$=min((luck+strMod+tempLuckMod),18)],d20|[_$=min((luck+dexMod+tempLuckMod),18)],d20|[_$=min((luck+conMod+tempLuckMod),18)],d20|[_$=min((luck+intMod+tempLuckMod),18)],d20|[_$=min((luck+perMod+tempLuckMod),18)],d20|[_$=min((luck+wilMod+tempLuckMod),18)],d20|[_$=min((luck+chaMod+tempLuckMod),18)],d20|[_$=min((luck+initMod+tempLuckMod),18)],d20
[/table]
[abilities=Weapons]
Temp: To Hit bonus: [_tempHitBonus=0] | Damage bonus: [_tmpDmgBonus=0]
[table="rolls d20 dnd5e"]
Name|Range|+Hit|Damage|Nat 19|Crit Damage|Properties
[_=Shortsword]|[_=Melee]|[_$=+ab+strMod+tempHitBonus]|[_dieNo=1]d[_die=6][_resultMod=-1][_$=+tmpDmgBonus]|[_=1d12]|[_$=dieNo*die+resultMod+tmpDmgBonus+ceil(lvl/2)]|[_=+2 Initiative; Nat 19: Blade trauma OR Disarm]
[_=Long bow]|[_=V. Far]|[_$=+ab+perMod+tempHitBonus]|[_dieNo=1]d[_die=8][_resultMod=+0][_$=+tmpDmgBonus]|[_=1d12]|[_$=dieNo*die+resultMod+tmpDmgBonus+ceil(lvl/2)]|[_=Two handed; Nat 19: Missile Trauma] Ammo End Chance: [_=1/6]
[/table]
[/abilities]
[2column]
[col]
[abilities=Skills & Abilities]
Skills: [_=Deception, Apothecary, Arcane, Lore, Gather Info, Watercraft, Stealth]
# SENSE MAGIC
action to make Int (Arcane Lore) check to detect magic within Close.
# SPELLCRAFT [_=0/1]
At 1st level, you know a number of spells equal to your Int bonus; roll 1d100 & consult the Spell List p.100 to determine which. With each new level, you may learn one new spell during Downtime through Magical Research (including studying spellbooks, scrolls, and so on acquired as loot).
You begin an adventure with one use of this ability per level. You may expend a use of this ability to attempt to cast any spell you know (see the Sorcery chapter p.91 for more). You may regain expended uses by taking Short or Long Rests.
# Spell: Speaker of Tongues; Touch; 2d6h
This spell allows the target to speak and understand all languages. On a Great Success, the target can also read and write all languages.
# Spell: Shadows & Dust p.108
# Spell: Brain Burst p.104
# Known languages: (Max: [_$=lookupBonus(int,3,6,0,7,12,1,13,14,2,15,16,3,17,18,4,19,20,5,21,22,6,23,30,7)])
Common
[/abilities]
[/col]
[col]
[abilities=Equipment]
Standard Gear Slots: [_gslots$=max(str, 10)]
Encumbered Gear Slots: [_egslots$=max(2*str, 10)]
[table=ht]
[f=center][b]Battle Gear: [_bgslots$=floor(gslots / 2)]/[_ebgslots$=floor(egslots / 2)][/b][/f] | Pack gear: [_pgslots$=gslots - bgslots]/[_epgslots$=egslots - ebgslots]
[_=Shortsword] | [_=Bedroll]
[_=Long bow] | [_=Rations: 5]
[_=Torch] | [_=Yellow lotus: 1]
[_=] | [_=Spellbook]
[_=] | [_=]
[b]Pouch: [_=Tinderbox][/b]|[b]Worn: [/b][_=Cloak, Leather armor]
[/table]
[table]PP|GP|EP|SP|CP
[_=0]|[_=0]|[_=0]|[_=10]|[_=0][/table]
[/abilities]
[/col][/2column]
[2column]
[col]
[abilities=Rules reference]
# Rerolls
Generally speaking, if you fail a roll you can’t retry. Rerolls are the exception; by spending one you may roll again. Only one reroll maybe used per check, and only for the following kinds of checks:
◆ An Attribute check if you have a relevant Skill or Background.
◆ Luck rolls.
◆ Death saves.
◆ Short Rest checks.
# Critical hits
A critical hit occurs when the 1d20 attack roll is a natural 20. Critical hits by PCs cause max damage plus half level (round up). Other characters cause max damage only. Exploding damage dice do not explode on a crit.
# Skills
Skills are not required to do the vast majority of things.Being skilled however grants a +1 bonus on a relevant Attribute roll, and if you fail, you may use a Reroll to try again.
# Luck
Luck is a special Attribute. Each time you succeed on a Luck roll, you must reduce your current Luck by one point. Once Luck is spent, it is not restored until your next adventure. Luck is your saving throw, but also powers the following abilities:
◆ Major Exploits: cause special effects such as cutting off limbs or incapacitation. They are applied in addition to damage.
◆ Minor Exploits (push, trip, etc) are also available but do not cost Luck (see p.78)
◆ Rescues are out of turn interventions that allow you to negate an adverse effect for an ally. Each PC may only attempt one Rescue per adventure (see p.79).
◆ Party Retreats: if things turns sour in combat, PCs may attempt to escape by making a Party Retreat test (p.72).
[/abilities]
[/col]
[col]
[abilities=Background & Notes]
[spoiler="Art"][img]https://i.imgur.com/87pqiZ5.jpeg[/img][/spoiler]
"Hail pounding cobbled.[/abilities]
[/col]
[/2column]