3.5E Character Sheet

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3.5E character.jpg

Character Sheet Overview

The character sheet for the 3.5E ruleset is comprised of several individual sheets organized by tabs along the right side. These tabs comprise all of a PC's details. Just click the tab you want to view.

  • Main: Classes, abilities, hit points, defenses, speed, senses, and overview of common combat totals.
  • Combat: Details of initiative, defenses, saves, speed, and basic attacks.
  • Skills: Skill details.
  • Abilities: Feats, special abilities (class features), proficiencies.
  • Inventory: Items, coins, armor effects, encumbrance.
  • Notes: Character appearance, languages, notes.
  • Actions: Weapon and spell details

If you open up the modules for the various character options (spells, equipment, feats, ...), you can drag and drop the window links for these sheets onto the appropriate locations on the character sheet to automatically create a new item and pre-fill with the data from the module. (i.e. Drop a spell from the Spells module onto the Actions tab.)

Change Portrait

  1. Click on the Portrait field (black bordered box just to right of character name)
  2. Double-click the portrait you want to use.

NOTE: Click the folder button in the portrait selection window to add new portrait files for consideration. Close and reopen portrait selection window to see the new options. Portraits larger than 70x70 are not needed, and may increase portrait upload/download times.

Change Token

  1. Open the Token Box on the tabletop sidebar.
  2. Find the token you want to use.
  3. Drag and drop token onto character token field (small circle in upper right corner of character sheet).
  4. This token will be used when your character is added to the combat tracker by the GM.

NOTE: The tokens available to players is controlled by the GM. By default, when a GM adds your character to the combat tracker, a token will be created automatically based on your portrait. (if any)

Add Weapon or Implement

Add existing weapon or implement

  1. Click on Actions tab.
  2. Drag and drop weapon link onto Actions tab.
  3. If weapon can be used for melee or ranged, then 2 weapon entries will be created. (i.e. dagger)

Add new weapon or implement

  1. Click on Actions tab.
  2. Add new item to weapon list using right click menu or edit/add buttons.
  3. Enter the weapon name.
  4. Change the weapon type to match weapon usage (click icon just to right of weapon name to toggle between melee and ranged).
  5. Enter weapon details
    • Click the magnifying glass icon just to the right of the damage view.
    • Enter attack ability and modifiers to use for this weapon. Base ability defaults to STR for melee and DEX for ranged. An overall bonus can be added for all attacks, and individual bonuses for up to 4 attacks in an attack set.
    • Enter damage dice, ability, modifiers and usage. Base ability and ability multiplier is determined by the weapon usage (Melee 1H, Melee 2H, Melee OH, Ranged No Stat, Ranged Bow, Ranged Sling, Ranged Thrown, Ranged Thrown OH). If a second ability is specified, it is not modified by weapon usage.
    • Enter critical range and multiplier for this weapon.
    • Enter the damage type of this weapon.
    • Enter the property information.
    • Enter the range and ammunition information. Range modifiers are not applied automatically, and ammo tracking is manual.

Add Spell Class

  1. Click on Actions tab.
  2. Add spell class to Actions list using right click menu or edit/add buttons.
  3. Enter spell class name and caster level.
  4. Select caster type by clicking on the caster type toggle to the left of the spell class name. The caster types are: Prepared (Wizard), Spontaneous (Sorcerer) and Points (Psion).
  5. Click the magnifying glass icon on the right side of the spell class entry.
  6. Enter the spells per day allowed for each level.
  7. Enter the ability and DC modifier to use for all spells by this spell class.
  8. Enter any spell penetration or concentration check modifiers.

Add Spell

Add existing spell

  1. Click on Actions tab.
  2. Drag and drop spell link onto spell class.
  3. If dropped onto a spell level header or another spell, the new spell will be added to that level list (regardless of the actual level of the new spell).
  4. If dropped onto the spell class header, the new spell will be added to the correct level under the spell class, based on the module spell table it was dragged from.

Add new spell

  1. Click on Actions tab.
  2. In the spell class details, enter a value of at least 1 in the allowed spells per level field you want to add a spell in.
  3. Use list editing buttons or right click on spell level header to add a new spell entry.
  4. Enter the spell name and quick description.
  5. Click the spell link to bring up a full spell record to fill out the spell details.
  6. Right click on spell and choose the appropriate Add Action menu options to add specific spell actions (cast, damage, heal, effect)
  7. For each action, use the drop down arrows to adjust the details of the actions.

Initiative Rolls

Double-click or drag the initiative total from the Main or Combat tabs on the PC sheet. Set initiative details on the Combat tab.

Attack Rolls

For generic attacks, double-click or drag attack totals from the Main or Combat tabs on the PC sheet. Set basic attack details on the Combat tab. For weapon attacks, double-click or drag the Number of Attacks field or the individual attack fields of the weapon entry on the Actions tab. For spell attacks, click or drag the sword button from the attack action entry in the spell entry on the Actions tab.

Hold SHIFT key to indicate an opportunity attack (also available in the campaign modifiers window as a toggle).

Damage Rolls

For weapon attacks, double-click or drag the dice from the damage field of the weapon entry on the Actions tab. For spell attacks, click or drag the blood button from the damage action entry in the spell entry on the Actions tab.

To roll critical damage, hold the SHIFT key when clicking or dragging (also available in the campaign modifiers window as a toggle).

Heal Rolls

Click or drag the red cross button from the heal action entry in the spell entry on the Actions tab.

Effects Application

Click or drag the running man icon from the effect action entry in the spell entry on the Actions tab.

If the effect is activated via clicking, the targeting mode will be used to determine the target of the effect. If the targeting mode is set to "SELF", the effect will be applied to the PC. If the targeting mode is set to "TRGT", the effect will be applied to any targets specified for the PC. If no targets specified, the effect will be output to the chat window.

To apply targeted effects, hold the SHIFT key while dragging the effect and drop on the creature that the effect should be targeted to. The effect will be applied to the the PC's targets with the the effect specifically targeted to the creature dropped on. This has limited use in the 3.5E ruleset, and is more often used in the 4E ruleset.

Saving Throws

Double-click or drag the saving throw totals from the Main or Combat tabs on the PC sheet. Set saving throw details on the Combat tab.

Skill Checks

Double-click or drag the skill total from the Skills tab on the PC sheet. Set skill details directly on the Skills tab.

Ability Checks

Double-click or drag the ability bonus from the Main tab on the PC sheet.

Resting

Right click on PC sheet, and select the correct rest option. (Short Rest, Overnight Rest)

The GM can choose to have the whole party rest all at once, by selecting the Rest menu option from the combat tracker.

Mini Sheet

There is a mini PC sheet available that provides a smaller, mostly read-only version of the PC sheet data. Just click the Mini button in the lower left of the PC sheet to open, or click Full button on the mini sheet to return to the full PC sheet.