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  1. #1

    Changing Initiative modifier for PC

    In the recent resource (Wildmount), a new wizard subclass allows the player to add their INT modifier to their initiative rolls. (We have the official module and the ability. It is dragged/dropped onto the character sheet. But it does not impact the roll. I'm guessing it wasn't scripted.

    How would I change this manually?

    edit: I'm new at working with effects and stuff like that. Trying to understand it.
    Last edited by dumhed; April 4th, 2020 at 04:48.

  2. #2
    Zacchaeus's Avatar
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    Create an effect of INIT: [INT] in the actions tab and apply the effect to the character once they are on the CT.

    More on effects here: https://fantasygroundsunity.atlassia...ced+Automation

    And in these videos: https://www.fantasygrounds.com/forum...-Videos-for-5E
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  3. #3
    Quote Originally Posted by Zacchaeus View Post
    Create an effect of INIT: [INT] in the actions tab and apply the effect to the character once they are on the CT.

    More on effects here: https://fantasygroundsunity.atlassia...ced+Automation

    And in these videos: https://www.fantasygrounds.com/forum...-Videos-for-5E
    Thank you!

  4. #4
    If you don't want to use an effect, you can mouse over the Init modifier value on the PC character sheet and CTRL-Mousewheel up and down to modify it as well.
    Fantasy Grounds Unity Lives! Good job, Smiteworks!

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