|Table of Contents||Other Pages|
Abilities And Effects • Approve Actions • Attacks • Character Sheet • Controls And Shortcuts • Core Dice • Creating Maps • Creature Creation • Creature Visibility • Decision Window • Dice Results • Draw Tools • Facing • Game Log • Game Tools • Handouts • Initiative Tool • Library • Map Markers • Marketplace • Marketplace Purchasing Gold • Merging Tokens • Movement • Multiple Maps • Options Menu • Quick Start Guide • Roster • Rule Sets • Saves And Skills • Spell Casting • SRD Options
The next step in creating a game for your players is to create creatures that your players will encounter during the game. There are a few ways to add creatures to your Library. You can create creatures in Hero Lab then export the creature as a d20Pro file, then simply import that file inside d20Pro. You can also create creatures directly inside d20Pro.
To continue adding creatures into d20Pro for our adventure in Paizo's free adventure for Pathfinder Society, we shall take one of the stat blocks listed in the PDF (p 18-19).
Halli Fosta CR 1/2
Female human sorcerer 1
CE Medium humanoid (human)
Init +2; Senses Perception –1
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +1
Speed 30 ft.
Melee dagger +0 (1d4/19–20)
Ranged light crossbow +2 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—acidic ray (1d6+1 acid)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—color spray (DC 14), magic missile
0 (at will)—bleed (DC 13), detect magic, light, message
Before Combat Halli casts mage armor from her scroll before drawing the PCs into the alley. She triggers combat on Deandre’s signal by casting her scroll of obscuring mist.
During Combat Halli keeps her distance from the fight, preferring to use acidic ray from range. If she is threatened in melee, she uses color spray or her scroll of burning hands to eliminate any foes in range. If somehow depleted of spells or spell-like abilities, Halli resorts to her crossbow.
Morale Distracted by her delight in the battle, Halli doesn’t think to surrender or flee and gleefully laughs during combat, even up to the moment of her death.
Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Point-Blank Shot, Precise Shot
Skills Bluff +7, Intimidate +7, Spellcraft +5, Use Magic Device +7
Languages Common, Elven
SQ bloodline arcana
Combat Gear potions of cure light wounds (2), scroll of burning hands, scroll of mage armor, scroll of obscuring mist, scroll of shield, scroll of unseen servant, wand of disguise self (5 charges); Other Gear dagger, light crossbow with 20 bolts, fan of pigeon feathers, small pouch of trimmed fingernails, 53 gp
Create from Stat Block
Create a creature, using the stat block given. Make sure to update the "Custom" Defenses and enter CMD, CMD FF, and SR to comply with PFRPG rule set.
Name = This is a searchable field from the Creature Library.
Module = This is a searchable field from the Creature Library. It would be wise to indicate the type of creature, the type of creature, which adventure it belongs to, etc.. Each are space separated entries for easy search.
Team = This will change the border color for the creature. If "Unknown" is selected no information about the creature will be displayed on the map other than "Unknown" and a placeholder image of where the creature is located on the map.
Alignment = This is a descriptive field for the alignment of the creature.
Size = This selection is mostly for description. With the exception of: fine, diminutive, tiny, and small which will change the size of the creature in relation to the space it occupies on the map.
Space = This selection will change the size of the creature on the map.
Reach = This is a descriptive field for Reach.
Hit Dice = This is a descriptive field for Hit Dice of the creature.
Type = This is a descriptive field to type the creature.
XP = This is a field to enter current XP. This is most helpful for keeping track of Player Characters.
HP = This must be entered manually. The first HP number is the creature's current HP. The second HP number is the creature's max HP.
Fort = This must be entered manually. Fortitude Save.
Ref = This must be entered manually. Reflex Save.
Will = This must be entered manually. Will Save.
Max Dex = If the creature is wearing armor that has a Max Dex bonus. This will reduce the Dex bonus to AC if the creature's Dex bonus is higher than the Max Dex.
AC = Manually enter in Armor, Shield, and any Natural, Deflection, Dodge, and Unnamed bonuses for the creature.
Custom = This button will only appear if the Judge/GM has selected the check-box in the Options > Judge Tab to use Custom Defenses. This will open a window which will allow the Judge/GM to enter a numeric value for each of the custom defenses.
DR = This will open a window which will allow the Judge/GM to enter a numeric value for any Damage Reduction. If a selection is made such as Slashing, it will require that damage type to overcome the Damage Reduction. DR is per hit.
ER = This will open a window which will allow the Judge/GM to enter a numeric value for Elemental Resistance. Also, can click the check-box to select if the creature is Immune or Vulnerable to any element.
BAB = Click the check-box to override the basic Base Attack Bonus value (as defined via the classes.txt file). This will open up the following field where a numeric value can be entered. This option is useful when the creature is a custom class not represented in the classes.txt file.
Init = Click the check-box to override the basic initiative value (Dex mod + Imp. Init feat). This will open the following field where a numeric value can be entered. This option is useful when the creature has other feats, abilities or traits that increase the initiative bonus.
Fast Healing = This field allows a numeric value to be entered to heal each round.
Regenerates = Click this check-box to make the Fast Healing work even when -10HP
This tab will resolve any attack, even special abilities such as Ranged Touch Domain or Bloodline Abilities. In this case, the Bloodline Ability "Acidic Ray" is reflected.
To Hit. This is to reflect any special feats or enhancements that the creature has to modify the attack bonus of each attack line. If this creature had a Masterwork or Magical Weapon we could increase the To Hit to correctly calculate the attack bonus. Also, if the creature has a feat that increases the attack bonus we would also increase the To Hit bonus.
Name. This is the name of the attack. You can be as specific as you would like, or you can make the name much more general. The name of the attack will be visible in the Game Log for all players to view. If an attack has multiple attacks, such as 2xClaws, the name should remain the same for both lines of attacks (this will be displayed on the attack window as one attack option).
Damage. This is the damage associated with the attack upon a successful hit, as determined by the Judge/GM of the game.
- 0d0 = Do not calculate any roll. Add ability modifiers, if any. Add modifiers due to an Active Effect, if any.
- 1d0 = Do not calculate any roll. Do not add any ability modifiers. Do not add any modifiers due to an Active Effect.
Crit. This has two sections, the range and the multiplier. The range of a possible critical attack can be chosen for each line from 2-20. The damage dice multiplier can be chosen from MAX damage or from a range of 2x dice roll up to 5x dice roll. Set the damage to MAX damage to comply with D&D 4.0 rules. Set the damage for a dice multiplier to comply with D&D 3.X and/or PFRPG rules.
Type. The first entry represents what ability modifier you wish to use for the attack bonus. This can be set to any of the six abilities (str, dex, con, int, wis, or cha). The second entry represents what ability modifier you wish to use for the damage bonus. This can be set to any of the six abilities (str, dex, con, int, wis, or cha).
Vs. This is the type of defense the attack is targeting. You can pick between AC, Flat, Touch, and 3 custom defenses. In PFRPG, those will include CMD, CMD FF, and SR. In D&D 4.0 the 3 custom defenses would be FORT, REF, and WILL. Make sure to setup your custom defenses in the Options window under the Judge Tab, and make sure to check the Custom Defense button to make it active.
+6/+1. If the attack allows for multiple attacks when taking a Full-Round action to only attack and the level of the creature allows for multiple attacks select "Yes."
- "Yes" = Allows d20Pro to auto-calculate multiple attack bonuses for when the creature's class levels which gives the creature a base attack bonus of +6 or higher.
- "No" = Do not allow d20Pro to auto-calculate multiple attack bonuses for when the creature's class levels gives the creature a base attack bonus of +6 or higher. This is useful for attacks that are standard actions, such as Vital Strike or Cleave (in PFRPG).
- 1-hand = 1x ability modifier multiplier for damage bonus.
- 2-hand = 1.5x ability modifier multiplier for damage bonus.
- off-hand = 1/2x ability modifier multiplier for damage bonus.
Allows you to add feats.
Add button = allows you to pick from the master list of feats, you can select multiple feats by Ctrl+click, then press "OK" to add them all to the feats listing for the creature.
Custom button = allows you to type or paste in the list of feats separated by comma and add them all at once by pressing "OK"
Game Mechanic Feats
Evasion = If d20Pro auto-calculates damage for a Reflex save and the creature passes the save, the creature takes no damage. If the creature fails the Reflex save the creature takes full damage.
Improved Evasion = If d20Pro auto-calculates damage for a Reflex save and the creature passes the save, the creature takes no damage. If the creature fails the Reflex save the creature takes half damage.
Improved Initiative = Gives the creature a +4 bonus to Initiative rolls.
Select skills: This window will appear when pressing the "Add" button. Here you can Ctrl+click to select multiple skills to add all at one time before pressing the "OK" button.
Show All = Shows all skills from the skills.txt file.
Ranked = Shows all skills which you "Add" regardless of Rank and Misc. modifiers to each skill.
Unranked = Shows all skills that have not been added to the "Ranked" skills.
Add = Brings up the Select Skills Window to choose from the list of skills in the skills.txt file.
Delete = Deletes the selected skill from the "Ranked" skill list.
Money: PP, GP, SP, CP = info only regarding the cash on hand. This is not reflected in Encumbrance.
Add = Brings up a Select Item Window which will display all items inside the Item Library. Ctrl+click to select multiple items then click the "OK" button to add them to the list.
Drop = Drops the selected item on the map on the same grid the creature is currently occupying.
Destroy = Deletes the selected item from the creatures' inventory list.
Sorcerer Tab = (this name will change based on the spellcasting class) You can Edit the List by pressing the "Edit" button, and can reset the number of spells remain for the day by pressing the "Rest" button. If you have chosen a spell list for the creature it will display here. This list is restrictive to the spells allowed for the class which has been specified inside the classes.txt file.
Spell Editor - Spontaneous Caster
You can select the known spells for each level. As always, use Ctrl+click to select multiple spells then press the "OK" button to add them to the list.
Spell Editor - Memorized Caster - Cleric Type
You can select the known spells for each level. Memorized casters have slots they can memorize their spells. You can select each line and a drop-down window will appear with all the spells the caster has access. Simply select the spells the creature memorized for the day and press "OK". If the caster has a Domain they wish to memorize a spell from, select the "Domains" Tab.
Spell Editor - Memorized Caster - Cleric Type Domains
Select from the drop-down list for each of the Domains the caster has access, then select which of the two spells the caster wishes to memorize for that day. After making the selections press the "OK" button to save.
Spell Editor - Memorized Caster - Wizard Type
Select from the drop-down list for each spell the Wizard type caster prepares. The drop-down list will display all spells for the specified level that the caster knows.
Spell Editor - Memorized Caster - Wizard Type - Spells Known
You can select the known spells for each level. As always, use Ctrl+click to select multiple spells then press the "OK" button to add them to the list. The spells that are selected here will be available in the Spells Memorized Tab in the drop-down list for each spell level the caster has access.
Freeform Tab = You can Edit the spells to any spell in the spells.txt file by Editing the spell list in the Freeform Tab. You can pick any spell of any level for any level if you wish. This does not restrict any spell of any level for any rule set.
You can manually select each spell to be placed inside a specific spell level. Simply select the tab on the right side that represents which spell level you are memorizing the spell at, then click the "+" to the right of the spell name and it will add that spell to the spell tab level you have selected. Yes, you can select any spell divine or arcane of any original spell level in any spell level slot in this freeform spells. Thus, you can select Wish as a 0th level spell using this Freeform Spell Editor. If you wish to remove a selected spell from the spells known or memorized (depending on class) simply press the "-" besides the spell name under the spell level tab.
The Ability Tab allows the Judge/GM to enter in specific pre-determined effects quickly..
At Will = This is an ability that you can use at any time with no use limit.
Per Day = This is an ability that you can use a number of times per day. Once the creature uses their entire counter for an ability they no longer have access to it until the Judge/GM rests the creature (Right-Click to bring the context menu, then select Alter > Rest > Per Day).
Per Init = This is an ability that you can use a number of times per Combat Sequence. The Judge/GM must rest this ability after each Combat Sequence (Right-click to bring up the context menu, then select Alter > Rest > Per Init).
Charge = This is an ability that you can use a number of times before it's use is exhausted. The Judge/GM may reset this ability charge (Right-click to bring up the context menu, then select Alter > Rest > Charge or All).
The text written in this tab will be view-able to any player who inspects the Story (brings up the creature's Mini).
This tab contains any information you wish to be available for the owner of the creature. I use this tab for PFSOP creatures to display Combat Tactics, Morale, Gear, and any special property that the creature has that is not reflected on the character sheet.
Annotation = Whatever is typed in this filed will be displayed when anyone hovers their mouse over the creature as a tooltip along with other basic info such as the creature's name.