Verbose Blueprint: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 570: Line 570:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{#var:Hit-Dice}}                Hit Dice
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{#var:CR}}                      CR
        {{#var:Easy-Skill-DC}}            Easy Skill DC
        {{#var:Average-Skill-DC}}        Average Skill DC
        {{#var:Challenging-Skill-DC}}    Challenging Skill DC
        {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}      Ranged Attack's Damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
        {{Easy-Skill-DC}}            Easy Skill DC
       e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        {{Average-Skill-DC}}        Average Skill DC
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
       Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.  
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT
Line 623: Line 633:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{#var:Hit-Dice}}                Hit Dice
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{#var:CR}}                      CR
        {{#var:Easy-Skill-DC}}            Easy Skill DC
        {{#var:Average-Skill-DC}}        Average Skill DC
        {{#var:Challenging-Skill-DC}}    Challenging Skill DC
        {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}      Ranged Attack's Damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
        {{Easy-Skill-DC}}            Easy Skill DC
       e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        {{Average-Skill-DC}}        Average Skill DC
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
       Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.  
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT
Line 676: Line 696:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{#var:Hit-Dice}}                Hit Dice
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{#var:CR}}                      CR
        {{#var:Easy-Skill-DC}}            Easy Skill DC
        {{#var:Average-Skill-DC}}        Average Skill DC
        {{#var:Challenging-Skill-DC}}    Challenging Skill DC
        {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}      Ranged Attack's Damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
        {{Easy-Skill-DC}}            Easy Skill DC
       e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        {{Average-Skill-DC}}        Average Skill DC
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
       Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.  
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT
Line 729: Line 759:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
 
         {{#var:Hit-Dice}}                Hit Dice
         {{Easy-Skill-DC}}            Easy Skill DC
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{Average-Skill-DC}}        Average Skill DC
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{Challenging-Skill-DC}}    Challenging Skill DC
         {{#var:CR}}                      CR
         {{Hard-Skill-DC}}            Hard Skill DC
         {{#var:Easy-Skill-DC}}            Easy Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC
         {{#var:Average-Skill-DC}}        Average Skill DC
 
         {{#var:Challenging-Skill-DC}}    Challenging Skill DC
         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{#var:PriDamage-StdAtk}}         Primary Attack's Damage
        {{Ability-Dmg}}              Ability Damage
         {{#var:SecDamage-StdAtk}}         Secondary Attack's Damage
        {{Siege-Dmg}}                Siege Damage
         {{#var:TerDamage-StdAtk}}         Tertiary Attack's Damage
         {{Primary-Dmg}}             Primary melee damage
         {{#var:QuaDamage-StdAtk}}         Quaternary Attack's Damage
        {{Secondary-Dmg}}            Secondary melee damage
         {{#var:RangedDamage-StdAtk}}     Ranged Attack's Damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
       Each of these variables can be modified with up to four variables.
      e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        Variable 1 modifies CR.
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).  
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.  
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT
Line 782: Line 822:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
 
         {{#var:Hit-Dice}}                Hit Dice
         {{Easy-Skill-DC}}            Easy Skill DC
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{Average-Skill-DC}}        Average Skill DC
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{Challenging-Skill-DC}}    Challenging Skill DC
         {{#var:CR}}                      CR
         {{Hard-Skill-DC}}            Hard Skill DC
         {{#var:Easy-Skill-DC}}            Easy Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC
         {{#var:Average-Skill-DC}}        Average Skill DC
 
         {{#var:Challenging-Skill-DC}}    Challenging Skill DC
         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{#var:PriDamage-StdAtk}}         Primary Attack's Damage
        {{Ability-Dmg}}              Ability Damage
         {{#var:SecDamage-StdAtk}}         Secondary Attack's Damage
        {{Siege-Dmg}}                Siege Damage
         {{#var:TerDamage-StdAtk}}         Tertiary Attack's Damage
         {{Primary-Dmg}}             Primary melee damage
         {{#var:QuaDamage-StdAtk}}         Quaternary Attack's Damage
        {{Secondary-Dmg}}            Secondary melee damage
         {{#var:RangedDamage-StdAtk}}     Ranged Attack's Damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
       Each of these variables can be modified with up to four variables.
      e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        Variable 1 modifies CR.
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).  
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.  
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT
Line 835: Line 885:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{#var:Hit-Dice}}                Hit Dice
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{#var:CR}}                      CR
        {{#var:Easy-Skill-DC}}            Easy Skill DC
        {{#var:Average-Skill-DC}}        Average Skill DC
        {{#var:Challenging-Skill-DC}}    Challenging Skill DC
        {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}      Ranged Attack's Damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
        {{Easy-Skill-DC}}            Easy Skill DC
       e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        {{Average-Skill-DC}}        Average Skill DC
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
       Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.  
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT
Line 888: Line 948:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{#var:Hit-Dice}}                Hit Dice
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{#var:CR}}                      CR
        {{#var:Easy-Skill-DC}}            Easy Skill DC
        {{#var:Average-Skill-DC}}        Average Skill DC
        {{#var:Challenging-Skill-DC}}    Challenging Skill DC
        {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}      Ranged Attack's Damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
        {{Easy-Skill-DC}}            Easy Skill DC
       e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        {{Average-Skill-DC}}        Average Skill DC
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
       Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.  
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT
Line 941: Line 1,011:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{#var:Hit-Dice}}                Hit Dice
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{#var:CR}}                      CR
        {{#var:Easy-Skill-DC}}            Easy Skill DC
        {{#var:Average-Skill-DC}}        Average Skill DC
        {{#var:Challenging-Skill-DC}}    Challenging Skill DC
        {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}      Ranged Attack's Damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
        {{Easy-Skill-DC}}            Easy Skill DC
       e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        {{Average-Skill-DC}}        Average Skill DC
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
       Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.  
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT
Line 994: Line 1,074:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below  
         Available Variables:  
         Available Variables:  
         {{#var:To-Hit}}                  To-Hit
         {{To-Hit}}                  To-Hit
         {{#var:Touch-Attack}}            Touch To-Hit
         {{Touch-Attack}}            Touch To-Hit
         {{#var:Save-DC}}                  Save DC
         {{Save-DC}}                  Save DC
         {{#var:Standard-Dmg}}            Special Attack - Standard Damage
         {{Hit-Points}}              Hit Points
        {{#var:Swift-Dmg}}                Special Attack - Swift Damage
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{#var:Alpha-Dmg}}                Special Attack - Alpha Damage
         {{Hit-Dice}}                Hit Dice
        {{#var:Ability-Dmg}}              Ability Damage
         {{Maneuver-Offense}}        Maneuver Offense
        {{#var:Siege-Dmg}}                Siege Damage
         {{Maneuver-Defense}}        Maneuver Defense
        {{#var:Hit-Points}}              Hit Points
         {{CR}}                      CR
         {{#var:Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
 
         {{#var:Hit-Dice}}                Hit Dice
         {{Easy-Skill-DC}}            Easy Skill DC
         {{#var:Maneuver-Offense}}        Maneuver Offense
         {{Average-Skill-DC}}        Average Skill DC
         {{#var:Maneuver-Defense}}        Maneuver Defense
         {{Challenging-Skill-DC}}    Challenging Skill DC
         {{#var:CR}}                      CR
         {{Hard-Skill-DC}}            Hard Skill DC
         {{#var:Easy-Skill-DC}}            Easy Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC
         {{#var:Average-Skill-DC}}        Average Skill DC
 
         {{#var:Challenging-Skill-DC}}    Challenging Skill DC
         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{#var:Hard-Skill-DC}}            Hard Skill DC
        {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{#var:Impossible-Skill-DC}}      Impossible Skill DC
        {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{#var:PriDamage-StdAtk}}         Primary Attack's Damage
        {{Ability-Dmg}}              Ability Damage
         {{#var:SecDamage-StdAtk}}         Secondary Attack's Damage
        {{Siege-Dmg}}                Siege Damage
         {{#var:TerDamage-StdAtk}}         Tertiary Attack's Damage
         {{Primary-Dmg}}             Primary melee damage
         {{#var:QuaDamage-StdAtk}}         Quaternary Attack's Damage
        {{Secondary-Dmg}}            Secondary melee damage
         {{#var:RangedDamage-StdAtk}}     Ranged Attack's Damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage


       You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *.
       Each of these variables can be modified with up to four variables.
      e.g. {{#expr: {{#var:CR}} + 2 }} adds two to the CR. {{#expr: {{#var:CR}} * 2 }} doubles the CR.
        Variable 1 modifies CR.
      if you want to drop fractions, use 'trunc', like this: {{#expr: trunc( {{#var:CR}} / 2 ) }}. Note the use of parentheses.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.  
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).  
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.  
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
       POISON / DISEASE FORMAT

Revision as of 03:53, 9 December 2017

{{Template:Monster
<!-- Version 2.14 -->

| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>

| MonsterName = 

| Image = 
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->

| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | 
   <!-- Values: Heavy, Henchman, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>

| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes | 
   <!-- Use to associate one role to another, inserting link to associated monster, or leave blank  -->
   <!-- Example: "[[Dragon, Common Red|Common Red Dragon]]"                                         -->
   }}</onlyinclude>

| Description = 

| Alignment = 
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->

| Size = 
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->

| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | 
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   }}</onlyinclude>

| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | 
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
   <!-- Add any secondary subtypes into the notes field below. -->
   <!-- Otherwise leave blank.  -->
   }}</onlyinclude>

| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 | 
   }}</onlyinclude>

| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 | 
   }}</onlyinclude>

| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 | 
   }}</onlyinclude>

| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 | 
   }}</onlyinclude>


| NudgeBasicLoreValue = 
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeFullLoreValue = 
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| Lore-Notes = 
   <!-- Notes related to the monster's lore check can be put here -->
   <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->


| NudgeInit = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->

| Nudge-Ambush-Chance = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Default value is 10+ on a d20 -->

| Ambush-Chance-Notes = 
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Senses = [[Standard Senses]]
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
   <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
   <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                           -->
   <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
   <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                     -->

| NudgePerception = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->

| NudgeAC = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeTouchAC = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeFFAC = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeHitPoints = 
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


<!--   SAVING THROWS   -->

| Fort = S
| Refl = 
| Will = 
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Heavies, Tanks, Threats and Villains have 2 strong saves
         * Dragons have 3 strong saves                               -->

| NudgeFort = 
| NudgeRefl = 
| NudgeWill = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                   -->

| SpecialDefenses = 
   <!-- Put any DR or ER values here -->

| StrongAgainst = 
   <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (½ damage):'''''
           '''''Immune (no effect):'''''                                                                   -->

| Hide-Role-Strong-Against-1 = 
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->

| Hide-Type-Strong-Against-1 = 
| Hide-Type-Strong-Against-2 = 
| Hide-Type-Strong-Against-3 = 
| Hide-Type-Strong-Against-4 = 
| Hide-Type-Strong-Against-5 = 
| Hide-Type-Strong-Against-6 = 
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->

| Hide-Subtype-Strong-Against-1 = 
| Hide-Subtype-Strong-Against-2 = 
| Hide-Subtype-Strong-Against-3 = 
| Hide-Subtype-Strong-Against-4 = 
| Hide-Subtype-Strong-Against-5 = 
| Hide-Subtype-Strong-Against-6 = 
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->

| WeakAgainst = 
   <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
           '''''Vulnerable (1.5x damage):'''''
           '''''Defenseless (2x damage):'''''                                                              -->

| Hide-Type-Weak-Against-1 = 
| Hide-Subtype-Weak-Against-1 = 
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->

| MoveTypes = [[Walk]] 30 ft.
   <!-- List the move type and distance (in feet). (E.g. [[Lesser Climb]] 40 ft.) -->
   <!--   [[Vaulting]]                                          -->
   <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]         -->
   <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
   <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
   <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
   <!--   [[Lesser Teleport]], [[Greater Teleport]]             -->

| NudgeSpace = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
   <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
   <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->

| NudgeReach = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
   <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
   <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->



<!--  GENERAL ATTACK INFORMATION  -->

| MeleeOrNatural = Natural
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->

| MultipliedDamageType = 
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->



<!--  PRIMARY ATTACK INFORMATION  -->

| PriAtkName = 
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->

| PriAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->

| PriAtkNotes-FullAtkOnly = 
   <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->

| Override-Pri-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Pri-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Pri-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Pri-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| PriAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->

| PriAtkIsAuto-Hit = 
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->

| NudgePriToHit = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgePriDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| NudgeFullAtk-PriDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| Nudge-Pri-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Default is 19-20 for melee, and 20 for natural                                             -->



<!--  SECONDARY ATTACK INFORMATION  -->

| SecAtkName = 
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->

| SecAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->

| SecAtkNotes-FullAtkOnly = 
   <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->

| Override-Sec-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Sec-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Sec-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Sec-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| SecAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->

| SecAtkIsAuto-Hit = 
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->

| NudgeSecToHit = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeSecDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| NudgeFullAtk-SecDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| Nudge-Sec-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Default is 19-20 for melee, and 20 for natural                                             -->



<!--  TERTIARY ATTACK INFORMATION  -->

| TerAtkName = 
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->

| TerAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->

| TerAtkNotes-FullAtkOnly = 
   <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->

| Override-Ter-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Ter-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Ter-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Ter-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| TerAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->

| TerAtkIsAuto-Hit = 
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->

| NudgeTerToHit = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeTerDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| NudgeFullAtk-TerDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| Nudge-Ter-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Default is 19-20 for melee, and 20 for natural                                             -->



<!--  QUATERNARY ATTACK INFORMATION  -->

| QuaAtkName = 
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->

| QuaAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->

| QuaAtkNotes-FullAtkOnly = 
   <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->

| Override-Qua-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Qua-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Qua-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Qua-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| QuaAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->

| QuaAtkIsAuto-Hit = 
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->

| NudgeQuaToHit = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeQuaDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| NudgeFullAtk-QuaDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| Nudge-Qua-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Default is 19-20 for melee, and 20 for natural                                             -->



<!--  RANGED ATTACK INFORMATION  -->

| RangedAtkName = 
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->

| HasRangedFullAttack = 
   <!-- Values: Y (for yes), or leave blank (for no) -->

| RangedAtkIncrementDistance = 
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->

| RangedAtkNumberOfIncrements = 
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->

| RangedAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->

| RangedAtkNotes-FullAtkOnly = 
   <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->

| Override-Ranged-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->

| Override-Ranged-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)     -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->

| Override-Ranged-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Ranged-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->

| RangedAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->

| RangedAtkIsAuto-Hit = 
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->

| NudgeRangedToHit = 
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeRangedDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| NudgeFullAtk-RangedDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->

| Nudge-Ranged-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Default is 19-20 for melee, and 20 for natural                                             -->



<!--  COMBAT MANEUVERS  -->

| Nudge-Maneuver-Offense = 
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->

| Maneuver-Offense-Notes = 
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->

| Nudge-Maneuver-Defense = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| Maneuver-Defense-Notes = 
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->



<!--  SIEGE DAMAGE INFORMATION  -->

| SiegeDmgCapable = 
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->

| SiegeAtkName = 
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->

| SiegeAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->

| Override-Siege-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| SiegeAtkIncrement = 
   <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->

| SiegeAtkNumberOfIncrements = 
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->

| Nudge-Siege-Maneuver-Offense = 
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeSiegeDamage = 
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->



<!--   ABILITY SCORES   -->
| Str = 
| Dex = 
| Con = 
| Int = 
| Wis = 
| Cha = 


<!--   FEATS   -->

| Feat1 = 
| Feat2 = 
| Feat3 = 
| Feat4 = 
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->


<!--   SKILLS   -->

| Skill1 = 
| Skill2 = 
| Skill3 = 
| Skill4 = 
| Skill5 = 

| NudgeSkill1 = 
| NudgeSkill2 = 
| NudgeSkill3 = 
| NudgeSkill4 = 
| NudgeSkill5 = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->

| Skill1Notes = 
| Skill2Notes = 
| Skill3Notes = 
| Skill4Notes = 
| Skill5Notes = 
   <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->


<!--   LANGUAGES   -->

| Languages = 
   <!-- Comma-separated list -->


<!--   SPECIAL ABILITIES   -->


<!--   ROLE-BASED SPECIAL ABILITIES -->

| HideRoleReminder1 = 
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->

| HideRoleReminder2 = 
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->

| HideRoleReminder3 = 
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->

| HideRoleReminder4 = 
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->



<!--   SPECIAL ABILITY 1   -->

| Ability-1-Name = 

| Ability-1-Type = 
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->

| Ability-1-Concentration = 
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->

| Ability-1-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   SPECIAL ABILITY 2   -->

| Ability-2-Name = 

| Ability-2-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-2-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-2-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   SPECIAL ABILITY 3   -->

| Ability-3-Name = 

| Ability-3-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-3-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-3-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   SPECIAL ABILITY 4   -->

| Ability-4-Name = 

| Ability-4-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-4-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-4-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   SPECIAL ABILITY 5   -->

| Ability-5-Name = 

| Ability-5-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-5-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-5-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   SPECIAL ABILITY 6   -->

| Ability-6-Name = 

| Ability-6-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-6-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-6-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   SPECIAL ABILITY 7   -->

| Ability-7-Name = 

| Ability-7-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-7-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-7-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   SPECIAL ABILITY 8   -->

| Ability-8-Name = 

| Ability-8-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-8-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-8-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   SPECIAL ABILITY 9   -->

| Ability-9-Name = 

| Ability-9-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-9-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-9-Description = 

   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below 
        Available Variables: 
         {{To-Hit}}                   To-Hit
         {{Touch-Attack}}             Touch To-Hit
         {{Save-DC}}                  Save DC
         {{Hit-Points}}               Hit Points
         {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
         {{Hit-Dice}}                 Hit Dice
         {{Maneuver-Offense}}         Maneuver Offense
         {{Maneuver-Defense}}         Maneuver Defense
         {{CR}}                       CR

         {{Easy-Skill-DC}}            Easy Skill DC
         {{Average-Skill-DC}}         Average Skill DC
         {{Challenging-Skill-DC}}     Challenging Skill DC
         {{Hard-Skill-DC}}            Hard Skill DC
         {{Impossible-Skill-DC}}      Impossible Skill DC

         {{Special-Standard-Dmg}}     Special Attack - standard damage
         {{Special-Swift-Dmg}}        Special Attack - swift damage
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
         {{Ability-Dmg}}              Ability Damage
         {{Siege-Dmg}}                Siege Damage
         {{Primary-Dmg}}              Primary melee damage
         {{Secondary-Dmg}}            Secondary melee damage
         {{Tertiary-Dmg}}             Tertiary melee damage
         {{Quaternary-Dmg}}           Quaternary melee damage
         {{Ranged-Dmg}}               Ranged damage

       Each of these variables can be modified with up to four variables.
         Variable 1 modifies CR. 
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
         Variable 2 modifies the base number directly. 
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
         Variable 3 lets you change the operand. 
            Values: mult, div, or leave blank (defaults to addition). 
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
         Variable 4 modifies which die size the damage uses. 
            Values: d4, d6, d8, d10, d12. Note lack of caps.  
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.

       POISON / DISEASE FORMAT

::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -



-->
<!--   COMBAT TACTICS   -->

| CombatTactics = 



<!--   OUT OF COMBAT   -->

| OutOfCombat = 



<!--   TREASURE AND XP   -->

| TreasureNotes = 

| XPNotes = 


}}