What are Modifiers?

Written By Philippe Chabot

Last updated About 1 month ago

A modifier is a numeric or boolean change an entity applies to a character sheet. Toughness adds +3 to HP. A +1 longsword adds +1 to attack and damage.

Each modifier has three parts: target (a path on the character sheet), operator, and value.

add

adds the value

subtract

subtracts

multiply

multiplies

divide

divides

set

overrides any previous value

Examples:

  • Improved Initiative — target combat.initiative.misc, operator add, value 4.

  • Weapon Focus (Longsword) — target items.weapons.longsword.tohit.misc, operator add, value 1.

  • +1 longsword — two rows: items.weapons.longsword.tohit.magic add 1, and items.weapons.longsword.damage.magic add 1. Splitting attack and damage into two rows means each shows separately on the sheet.

  • Toughness — target combat.hp.misc, operator add, value 3.

The character engine computes the base, permanent character sheet. Conditional, situational, or activated effects do not belong as modifiers:

  • Dodge+1 AC vs one designated opponent only.

  • Mobility+4 AC vs attacks of opportunity only.

  • Power Attack — variable trade-off the player chooses each round.

  • Rage, Smite Evil, bardic music — temporary, per-use abilities.

The system has no concept of "currently active" — only "permanent". Modeling conditional bonuses as flat modifiers silently inflates the sheet.

Two advanced patterns: wildcards (target saves.*.misc to apply to all three saves at once) and references (use {{ abilities.charisma.modifier }} instead of a literal value to read another stat at evaluation time, used by Divine Grace). See How do wildcard patterns work?