Copyright: AD&&D° - Copyright 1999 TSR Inc.
Citation: Copyright 1999 TSR Inc.


Map Maker

Select this button to create a map using the Map Maker program.

Campaign Mapper

Select this button to create a map using the Campaign Mapper program.


Custom Information

Custom Classes

Select this button to access a screen where you can create custom classes.

Custom Powers

Select this button to access a screen where you can create custom psionic sciences and devotions.

Custom Races

Select this button to access a screen where you can create custom races.

Custom Data

Select this button to access a screen where you can create custom items, proficiencies, kits, schools, and other data not covered by other DM Toolkit options.

Custom Spells

Select this button to access a screen where you can create custom spells.

Close

This button saves your work and returns you to the DM Toolkit Screen. Because the custom database is large, saving may take some time and you may notice a delay before the next screen appears.


Monsters and Encounters

Encounters:

To create an encounter, click on the Encounters button.

Encounter Templates:

To create a new encounter template, click on this button.

2 – 20 Encounter Table:

Select this button to access the encounter tables.

Monsters

To create custom monsters or examine monsters already in your database, click this button.

Close

Selecting this button returns you to the Custom Database screen.


Treasure

This screen allows you to create, edit, and save treasures.  Treasures are saved in "bundles" which may be placed in encounters.

Edit Treasure Tables:

Select this button to review and modify the treasure tables from the Dungeon Master's Guide.

Roll Treasure:

Select this button to randomly generate treasures in accordance with the treasure tables.

Saved Treasure:

Select this button to access treasure saved in a bundle or to create a custom bundle. This brings up the List of Treasure Bundles screen.

Close

Selecting this button returns you to the Custom Database screen.


Allowed Multi-classes

Use this screen to determine permitted multi-classes for this race.

The five list boxes across the top of the screen contain all of the allowed classes.  You may create the permitted multi-classes by left clicking on the selections in these boxes.  Multi-classes cannot contain more than one selection from any of the boxes. Multi-classes may contain a selection from two, three, four, or five boxes. When a class is selected, it appears in the slot beneath the list box.

Multiclasses allowed for this race

This edit box displays all multi-classes permitted for this race.  To add a multi-class to this list, create the multi-class by making selections from the list box at the top of the screen and then click on the Add button.

To remove a permitted multi-class, select that multi-class in the Multiclasses allowed for this race list box and click on the Remove button.

Close

This button saves your work and returns you to the Classes Allowed screen.


Main Menu

Left click on hot spots to access different parts of the program. When the cursor is over a hot spot, a description of the features it accesses appears in the gold bar near the top of the screen.  The program features are:

Books Online:

Open nine books in your word processor as Rich Text Format files or use one large, comprehensive help file to find information in any of the books. Left click on the top book in the stack.

Map Makers:

Access tools that assist you in creating and printing maps. Advanced features permit you to attach encounters to map locations and link maps together. Left click on the globe.

Dice:

At your command the program will "roll" 1 to 100 dice, calculate their total, and add or subtract from that total. The program will also sort the dice rolled in numerical order and allow you to filter out certain small rolls. Left click on the dice.

Characters:

The program allows you to create, update, or enter characters according to either the Player's Handbook or the optional Skills & Powers book.  In addition to handling all calculations, the program provides information on items, spells, abilities, weapons, armor, equipment, etc. and provides a sophisticated inventory management system.  You may customize your character records and print them out. Left click on the knight figure.

DM Toolkit:

Create custom races, monsters, kits, spells, powers, weapons, armor, equipment, items, NPCs, and more. Generate encounters, customize treasure and create new tables.  All with printout support.  Left click on the DM Tool Kit box.

Links:

Links to the web sites for the three companies that created this program are provided on the book spines. Left clicking on a company name will link you to the web site, provided you have an active web browser and direct internet access. Expect information, updates, and "goodies" to be posted on these sites from time to time.

Exit Program:

Left click on the candle flame.

Menu Options:

Across the top of the screen are a number of menu options as follows:

Main Menu: allows you to access the different parts of the program.

Convert: Allows you convert custom information from Core Rules version 1.x to version 2.0.  Conversion may be done selectively or en masse.

Options: Allows you to toggle sound and animations off and on, set character generation dice color, and turn warning messages on.

Updates: Allows you to connect with web addresses which support this expansion product.  If you have direct internet access, you may connect with a site to register your program here.  Upgrades, patches, goodies, etc. will be available at these sites from time to time.  If you download a patch, goodie, etc. from a site, be advised these will not install while the CR2 Expansion program is running.

Help: Access this file your are reading now, allows you to replay the wizard which appeared the first time the program ran, allows you to access the online manual, and allows you to see version and other information about this program.


NPC

This screen permits you to create and manage Non-player Characters (NPCs).

Party

This drop down list box displays any parties (groups) you have created.  When a party is selected, the individual NPCs in that party are displayed in the NPCs box below.

Party Management …

This button brings up a dialog box that allows you to create and delete parties, assign NPCs to parties, and unassign NPCs from parties.

Group Encounter

This button brings up a dialog box that allows you to create an encounter for the NPC group selected in the Party drop down list box. You may choose to create this as a full encounter which will be stored with other encounters in the encounter section of the program or print it out in a full or condensed format.

NPCs

This list box displays the NPCs in your database.  Most of the buttons to the right of this list box will only operate if you have selected (left clicked on) an NPC in this list box.

When an NPC is selected, information on that NPC is displayed in the lower text box.

Core Rules

When this radio button is selected, NPCs are created in accordance with the Player's Handbook rules.

Player's Option

When this radio button is selected, NPCs are created in accordance with the Skills & Powers rules.

Create NPC

Selecting this button allows you to create a NPC in accordance with either the Player's Handbook (Core Rules) or Player's Option: Skill & Powers book (Player's Option) depending on which radio button is selected.

Create Multiple NPCs

Selecting this button will take you to a screen where you can create up to 15 NPCs at a time.  These may be placed in their own group or added t existing groups.

Update NPC

This button permits you to modify the character record for the NPC selected in the list box.

Convert to Character

This button permits you to change the NPC selected in the list box to a Player Character.  When this occurs, the NPC will be removed from the NPCs list box and will appear as a Player Character in the Characters list box.

View

Press this button to see how selected character's record will appear when it is printed out.

Print

Select this button to print out the selected character's record.

Delete

Select this button to delete the selected character's record.

HTML/RTF

This button brings up a dialog box that allows you to save the selected NPC as a Hypertext Markup Language (HTML), Rich Text Format (RTF), or Text (TXT) file.

HTML files are intended for use on the internet.

RTF files may be opened by word processors.  This will allow you a greater ability to customize your character sheet.

TXT files contain very little formatting and may be used by text editors.

Close

Select this button to return to the Custom Database screen.


Encounter Templates

This screen allows you to create encounter templates.  Encounter templates contain information necessary for the creation of encounters.  Encounters cannot be created unless there is a pre-existing encounter template for them.

Monster Types

The upper left area of the screen shows the Monster Types information.  Each encounter template is based on a monster type. There may be more than one encounter template for a monster type. Most monster types will have both a lair and a wandering encounter template.

The Options drop down list box allows you to select which monster types are shown in the scrolling list box below it. The monster type categories are Standard (monsters which shipped with the program), Custom (monsters which have been added to the program database), and All (Standard and Custom monsters).

Between the Options drop down list box and its associated scrolling list box is the Search box. The Search box allows you to quickly locate a monster by typing its name in the box.

If a match is found, the program automatically selects that monster in the scrolling list box.  Otherwise, it will select the monster whose name is closest to the one entered.

When a monster is selected in the scrolling list box, its picture appears in the upper right of the screen.

New…

Select this button to create a new monster type.

Edit…

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button allows you to change information for the selected Custom monster type. Standard monster types may not be edited.

Remove

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button deletes the selected Custom monster type from the database. Standard monster types may not be removed.

Templates

The lower left of the screen manages the Templates for the various monster types. The Options drop down list box provides the same filters for Templates as the similar box at the top of the screen provides for Monster Types: All, Standard, and Custom.

Create…

This button allows you to create an encounter based on the encounter template selected in the scrolling list box to its left.

New…

This button allows you to create a new encounter template for the selected monster in the upper (Monster Types) scrolling list box.

Edit…

This button allows you to access and change the information for the selected custom encounter template in the Templates scrolling list box. You will not be able to edit a Standard encounter template.

Copy…

This button brings up an exact copy (excepting the name) of the selected encounter template in the Templates scrolling list box.  This option is useful to quickly make a number of similar encounters.

Remove

Selecting this button deletes the currently selected custom encounter template from the database.

Monster Picture

The upper right of the screen contains a frame where the picture for the currently selected monster type is displayed.

Next image

If the currently selected monster type has more than one picture available, this button is active and may be used to display the different pictures.

Full Screen…

This button permits you to display a full-screen image of the selected monster types. It may be used by DMs to show players what a monster looks like.  The monster's name is not displayed.

View…

This allows you to see a print preview of the printout for the currently selected encounter template.

Print…

This allows you to printout the information for the currently selected encounter template.

Close

This button returns you to the Custom Database screen.


Encounters

This screen allows you to create encounters. Encounter creation can be confusing.  This is because you can only create an encounter if a template for that encounter already exists. Templates for all standard monsters (the ones shipped with this program) are already in your database.

You may use the Encounter Templates button on the Custom Database screen to create encounter templates.

You may use the 2 – 20 Encounter Table button to create encounters.  The map programs (Map Maker and Campaign Mapper) allow you to assign an encounter (whether created by you or generated by the table) to a specific position on the maps.

Monster Types

The upper left area of the screen shows the Monster Types information.  Each encounter is based on a monster type. There may be more than one encounter for a monster type. Most monster types will have both a lair and a wandering encounter.

The Options drop down list box allows you to select which monster types are shown in the scrolling list box below it. The monster type categories are Standard (monsters which shipped with the program), Custom (monsters which have been added to the program database), and All (Standard and Custom monsters).

Between the Options drop down list box and its associated scrolling list box is the Search box. The Search box allows you to quickly locate a monster by typing its name in the box. If a match is found, the program will automatically select that monster in the scrolling list box.  Otherwise, it will select the monster whose name is closest to the one entered.

When a monster is selected in the scrolling list box, its picture appears in the upper right of the screen.

New…

Left clicking on this button allows you to create a new monster type.

Edit…

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button allows you to change information for the selected Custom monster type. Standard monster types may not be edited.

Remove

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button deletes the selected Custom monster type from the database. Standard monster types may not be removed.

Encounters

The lower left of the screen manages the Encounters for the various monster types. The Options drop down list box provides the same filters for Encounters as the similar box at the top of the screen provides for Monster Types: All, Standard, and Custom.

New…

This button allows you to create a new encounter for the selected monster in the upper (Monster Types) scrolling list box.

Edit…

This button allows you to access and change the information for the selected encounter in the Encounters scrolling list box.

Copy…

This button brings up an exact copy (excepting the name) of the selected encounter in the Encounters scrolling list box.  This option is useful to quickly make a number of similar encounters.

Remove

Selecting this button deletes the currently selected encounter from the database.

Monster Picture

The upper right of the screen contains a frame where the picture for the currently selected monster type is displayed.

Next image

If the currently selected monster type has more than one picture available, this button is active and may be used to display the different pictures.

Full Screen…

This button permits you to display a full-screen image of the selected monster types. It may be used by DMs to show players what a monster looks like.  The monster's name is not displayed.

View…

This allows you to see a print preview of the printout for the currently selected encounter.

Print…

This allows you to printout the information for the currently selected encounter.

Close

This button returns you to the Custom Database screen.


Advanced Dungeons & Dragons Books

The 20 books that serve as the basis for this program may be accessed through this screen. All of these books have been included in linked Help files.  Each of the 20 books is also provided as .RTF and .HTML files.

The screen is organized so that the different books are grouped in volumes by subject. Below these volumes are the User Manual which provides instructions on how to use the Expanded Core Rules 2 product and the Bookstore which allows you to purchase and integrate additional books into this portion of the program.

20 Books

To open a volume, left click on it.  A dialog box appears with the available books in a list box on the left and the format options as radio buttons on the right.  To select a book and open it in the desired format, left click on the book in the list box, choose the desired radio button (Help, HTML, RTF), and then left click on the Open button.

For example, to open the Player's Handbook as a RTF file, left click on the Core Books volume, left click on Player's Handbook in the list box, left click on the RTF radio button, and left click on the Open button.

Note: for the program to open the HTML files as described, your computer system must have a browser which is capable of opening these files.  At the time this product is being developed, all Windows systems ship with the Internet Explorer which allows you to view these files.  Alternately, many word processors (Windows97 for example) are capable of opening HTML files.  To view an HTML file with your word processor, open the desired file from you word processor.  The CR2 program will not automatically open an HTML file in a word processor for you.

The volumes contain books as follows:

Core Books:

Dungeon Master Guide

Monstrous Manual

Player's Handbook

Supplements:

Arms & Equipment Guide

Tome of Magic

Option Books:

DM Option: High Level Campaigns

Player's Option: Combat & Tactics

Player's Option: Skills & Powers

Player's Option: Spells & Magic

Books of Classes:

The Complete Bard's Handbook

The Complete Druid's Handbook

The Complete Fighter's Handbook

The Complete Paladin's Handbook

The Complete Priest's Handbook

The Complete Ranger's Handbook

The Complete Wizard's Handbook

Books of Races:

The Complete Book of Dwarves

The Complete Book of Elves

The Complete Book of Gnomes & Halflings

Help

The Help program is an independent program.  Because of this, you may keep it open while using other features in the Expanded CR2. To do this, left click on the minimize (small button in upper right of screen that contains a _) button.  This will remove the help file from the screen and place an Advanced Dungeon… button on your start bar.  You may return to the help file by left clicking on that button. This will place an AD&D Core Rules… button on the start bar.  You may toggle between the Help and Expanded CR2 programs by clicking on these buttons.  By keeping the Help file open, you will be able to get information on the game system while you are using the program.

When Help is used for the first time, the program spends some time preparing the help files for your system.  Help will first appear in its default format (Contents tab selected) with available books and topics on the left and the topic contents displayed on the right.

To toggle between the default display and one where the entire screen width is used to display the topic, left click on the Help Topics button.  However, the Index and Search tabs are only available in the default display.

Contents tab

While the books and topic pages are displayed on the left, you may jump to a specific topic (cause it to be displayed) by left clicking on that topic page.  Please note that clicking on a book will not cause a jump.  Double left clicking on a book will open or close it.  Opened books display the topics they contain.

Index tab

Clicking on the Index tab displays an extensive, alphabetical index of topics contained in all 20 books.  The index will automatically jump to and select the closed match to the word or phrase entered into the box at the top of the index column. You may also manually select an index item by scrolling to it and then left clicking on it.  Once an item is selected, left click on the Display button to display that item on the right.

We believe the Index is more useful than Search in locating information in the 20 books.

Search tab

Select this tab to have the program search for all instances of a word or phrase.  Enter that word or phrase in drop down list box at the top of the left column (1. Type the word(s) you wish to find). The program will display all matches it finds in the box below (2. Select matching words to narrow search).

Box 2 will display all instances of the search word with a different item for different capitalization and punctuation use.  When an item in Box 2 is selected, Box 3 (Choose topic to display) shows the different books in which the selected item is found. To display a book's information on the search word or phrase, select it in Box 3.

Because the 20 books contain a great deal of information about the same or similar topics, it can sometimes be difficult to locate the specific information you seek. We recommend using the index to locate information before turning to the Search feature.

You can specify how searches are conducted by using the Options item in the Search menu at the top of the screen. The program uses the "All the words you typed in any order " as the default. This means that, unless you change the option, the program will search for words you enter, without regard to their order.  For example, a search on "Magic Spell" will return the same results as a search on "Spell Magic".

The other options are "At least one of the words you typed" and "The words you typed in exact order". If you choose the "At least one…" option, the program will search for all instances of any word entered. For example, if you typed "Magic Spell" the search would return all instances of the word "Magic" and all instances of the word "Spell" in each of the 20 books.  If you choose the "… exact order" option, the program will only return the instances where it finds words or phrases in the books which exactly match what you typed.  In this instance, "Magic Spell" and "Spell Magic" would return different results.

You can also use the search option to determine if the program will display the matches as soon as you pause in typing in the search word(s) or only after you click the Find Now button.

Help Topics

This button toggles between a full screen display of a help topic (Contents, Index, and Search tabs are not available) and a partial screen display of the topic with contents, index, and/or search information available on the left of the screen.

Back

This button returns you to the previously-displayed topic.

Print

This button brings up a print menu that allows you to make a printout of the currently displayed topic.

<<

This button displays the previous topic in the currently selected book.  It effectively allows you to page back through the current book.

>>

This button displays the next topic in the currently selected book.  It effectively allows you to page forward through the current book.

HTML

This option allows the books to be viewed as Hypertext Markup Language files. These files are ideal for internet use.  These files may not be searched, but you can use the Contents and Index features in a manner similar to the Help files. These files can also be viewed outside the CR2 program by non-Windows systems (including Macs) which have internet browsers.

Outside of the CR2 program, you may load these files into a text editor and insert your own links.  You may also place graphic images in these files. You need to understand how HTML works to do that.  We will not attempt to explain that here.

Contents

To select a topic, open a book and click on a topic page.  Books may be opened or closed.  Opened books display the topic pages they contain.  Due to the way HTML and windows work, when you first open a book as an HTML file, the Advanced Dungeons and Dragons books will be shown as selected on the left, even though the book you selected will be displayed. When you select a topic (click on it in left column) it will be both selected and displayed.

Index

Enter the word or phrase you want to find in the box at the top of the left column. The program will find the index item closest to the word you entered and select it.  You may also select an index item by left clicking on it.  To display a selected item, left click on the Display button at the bottom of the left column.

RTF

The selected book is opened as a .RTF (Rich Text Format) file in the word processor your registry identifies as default.  These files may be searched, edited, copied, pasted, etc.

User Manual

This book is a help file which provides information on how to use the Expanded CR2 program.  It identifies the different parts of this program and how to access these parts.  It also explains what they do and makes recommendations on the best way to use them.  If you are still unsure about how to operate this program, you may want to refer to General Operation, which is found by left clicking on the Online Manual book under the Contents tab.

For help with creating or editing a character, making maps, using the various sections of the DM Toolkit, or dice rolls, it would be best to use the help button available on most screens.  Most headings also have information that appears when you right click on them.  (These can be identified by a question mark that pops up when the cursor is pointing to an object.)

If you have very intricate or specific questions concerning the aspects of the game, rules of play, or other such topics, you would be advised to open the User Manual and look for your topics under the Search, Index, or Contents tabs found there.  (See Above.)

The User Manual should be consulted if your query is mostly concerned with the broader or technical workings of the Expanded Core Rules 2 program and NOT simply one aspect of it.  It can be used to give you a basic understanding of how the program works and what benefits you can gain from using it with AD&D books.

The User Manual contains material that became available after the printed manual was released for printing.  If there is any dispute between the printed and the User Manual, the User Manual should be consulted.

Bookstore

This is a new feature. If you have direct internet access, left clicking on the Bookstore will connect you with a site where you can purchase additional books for the Books Online section of this program.

Direct internet access means that you are able to connect to the internet directly through a service provider and do not have to go through some other service (such as AOL) for an internet connection.

When you connect to the bookstore, you will be presented with some number of files which can be purchased, downloaded, and placed in the Books Online folders of this program.

We do not know exactly how this process will work, how extensively the books will be linked with existing books, or what books will be available for downloading.  This was still being developed at the time this file is being written.  Look for this information when you connect to the Bookstore.

Exit

To exit this screen (return to the Main Menu screen) left click on the book labeled Exit at the bottom right of the screen.


Parts

This window permits you to create custom armor, weapons, and other items and equipment. It also permits you to edit information for these custom items.

The drop down list box at the center top of the window allows you to filter the displayed information.  The All selection displays everything in the database.  The two other selections are Standard (shows only the information shipped with the product) and Custom (shows only the information added to the database).

As a further filter, if the Magic Only box is checked (bottom of popup), only magic items are displayed.

Select the Type:

This list box shows the different custom parts categories.  When one of these is selected (left click), the individual items in that category are shown in the List of Parts list box.

Note: Select Weapons in Select the Type to create new weapon proficiencies.

List of Parts:

When a custom item is selected in the List of Parts, all buttons to the right of that box (New…, Edit…, Copy, and Delete) are active.  If a standard item is selected in the List of Parts, only the New and Copy buttons are active. If no item is selected, only the New… button is active.

New

When this button is selected, a popup menu appears that allows you to create a new item for the selected category in the Select the Type list box.

Edit…

This button is only active when a Custom item is selected in the List of Parts list box. Clicking this button allows you to edit the information for the selected custom item. Standard items cannot be edited.

Copy

Clicking this button provides a copy of the information for the item selected in the List of Parts list box, excluding the name. You may use this option to quickly create similar items.  You may also use this option to modify a Standard item, provided you save the modified information under a different name. Note, certain Class Abilities may not be copied.

Delete

Clicking this button will delete the custom item selected in the List of Parts list box from the database. Standard items may not be deleted.

Close

Clicking this button closes the Parts window and returns you to the Custom Database screen.


Races

This window allows you to create new races and change information for custom races.  Once races have been created, select the All Races radio button during character creation to access them. Note: when creating custom races, you may also wish to access Racial Abilities in the Custom Data section of the program to enhance your races.

(Filter):

The drop down list box at the upper left of the screen allows you to specify which races you wish to access.  The All choice provides access to both Standard and Custom races. The Standard choice provides access to all races which shipped with this program. The Custom choice provides access to races which have been added to your database.

As used here, Standard means all non-custom races. This is not the same as Standard Races in character creation.

Race:

This list box shows all races (but not subraces) currently in your database as specified by the (Filter) choice. Unless one of the races in this box is selected (highlighted by a left click), only the New… button will be available for race management.

New…:

Clicking this button allows you to create a new, custom race.

Edit…:

Clicking this button will allow you to edit the race selected in the left list box, provided this is a custom race. Standard races cannot be edited.

Copy …:

Clicking this button provides you with an exact copy of the race selected in the left list box. Only the race name will be blank.  This allows you to quickly create similar races. It also allows you to edit Standard races, provided you save the edited race under a different name.

Delete:

Clicking this button deletes the custom race selected in the left list box. Standard races cannot be deleted.

Subrace:

Whenever a race is selected, the Subrace list box and its option buttons become active. If the selected race has subraces, those subraces will appear in the Subrace list box when that race is selected.

New Subrace:

This button is active whenever a race is selected in the Race list box.  Clicking this button permits you to create a subrace for the race that is currently selected in the Race list box.

Edit Subrace:

This button is only active when a custom subrace is selected in the Subrace list box.  Clicking this button allows you to change the information for that subrace. Standard subraces cannot be edited.

Copy Subrace:

Clicking this button provides you with an exact copy of the subrace selected in the Subrace list box. Only the subrace name will be blank.  This allows you to quickly create similar subraces. It also allows you to edit Standard subraces, provided you save the edited subrace under a different name.

Delete Subrace:

Clicking this button deletes the custom subrace selected in the Subrace list box. Standard subraces cannot be deleted.

Close:

Clicking this button returns you to the Custom Database screen.


Edit Race

This window allows you to create and edit races and subraces.

Name:

Enter the race name in this edit box.

Core Rules Race

If this box is checked, the race will be created in accordance with the Core Rules (Player's Handbook).  If it is not checked, the race will be created in accordance with the Player's Option (Skills & Powers).

Character Points

This is only active for Player's Option races.  Enter the points available to purchase racial abilities in the Starting: edit box.  Enter the maximum racial points that may be used for other purchases in the Retained: edit box.

Male Female

Enter the gender-based information for the race.  Most edit boxes are separated by a slash (/).  Enter information for the male in the box to the left of the / and information for the female in the box to the right.

Height information is the base height for each sex expressed in inches.  Weight information is the base weight for each sex expressed in pounds.

Start Age

This is the base starting age for a beginning character of this race.  It is not gender dependent.

Modifier

The base height, weight, and starting age for this race's characters may be modified by a die roll.  The die rolls correspond to the information on the left.  The top die roll modifies height, the middle die roll modifies weight, and the bottom die roll modifies age.

The first edit box (+) determines the number of dice to be rolled for the modifier.  The second edit box (d) determines the size of the dice to be rolled.  For example, if you wanted to add a random number from 1 to 20 to the starting age of a character, you would enter a 1 in the bottom left edit box and a 20 in the bottom right edit box of the Modifier column.

Skill Package

This button permits you to assign racial skills for this race.

Description

This button permits you to enter a text description for this race.

Penalties

This button permits you to assign penalties to this race.

Alignment

This button permits you to restrict the alignments available to this race.

Class Info

This button permits you to restrict the classes available to this race.

Ability Scores

This button permits you to set the range of ability scores for this race.

Level Limits

This button permits you to set level limits for this race.

Special

This button permits you to assign special abilities such as rogue skills, swimming, bonus hit points, etc. to this race.

Race Image

This box shows the file used to provide the picture for this race. The Select an Image button brings up a screen that allows you to assign an image to this race.

OK

This button saves your new or edited race and returns you to the Races window.

Cancel

This button returns you to the Races window without saving your new or edited race.


Skill Package

This window permits you to assign racial abilities to this race. For a racial ability to be available for this race, it must first be tied to the race through the Custom Database (Racial Abilities on the Parts window).

Available Abilities:

The racial abilities which are available to this race (tied through Racial Abilities on the Parts window), but which have not yet been assigned to it, are shown in this list box.

Selected Abilities:

The racial abilities which have been assigned to this race are shown in this list box.

Add

This button allows you to assign racial abilities to this race. To do this, select the desired ability in the Available Abilities: list box and left click on this button.

Remove

This button allows you to remove previously assigned racial abilities.  To do this, select the desired ability in the Selected Abilities: list box and left click on this button.

Character Point Cost:

This box is only used for Player's Option characters.  Enter the cost for a character to purchase all the abilities in the Selected Abilities: list box in this edit box.

Languages

This button permits you to assign languages to this race.

OK

This button saves the work you have done and returns you to the Edit Race window.

Cancel

This button returns you to the Edit Race window without saving your work.


Special Abilities

This screen permits you to grant certain special abilities to a race.

Thieving Skill Racial Adjustments

You may grant inherent rogue skills to members of this race by setting the number next to the skills to greater than 0.  You may also assign a penalty by setting the skill numbers to less than 0.

Natural Armor Class (AC):

Enter the race's armor class in the edit box. Most races have an AC of 10.  Any number lower than this makes a race harder to hit.

Bonus Hit Points At First

Use the edit box to give beginning characters of this race extra hit points. Whatever number is placed in the edit box will be added to a beginning character's "rolled" hit points.

Unencumbered Movement

Use the three edit boxes to set the racial movement rate for unencumbered movement. The first edit box sets the movement rate for normal, overland movement. The Swimming edit box sets the swimming movement rate.  The Flying edit box sets the flying movement rate.

Natural Attacks (without a weapon):

Use the edit box to enter information on the race's natural (unarmed) attacks such as teeth, claws, hooves, heat butts, etc.

OK

Selecting this button saves your work and returns you to the Edit Race screen.

Cancel

Selecting this button returns you to the Edit Race screen without saving your work.


The City

The buildings and signs in the city represent different sections of a character's development. Buildings that are lit up (orange light from windows and doors, a candle on the podium), are available to "enter". If a building is not lit, this means that you need to take care of other business first. For instance, you need to decide on weapon proficiencies before you can buy equipment.

Note: Single class fighters will never be able to access the Skills building.  There is nothing for them to do there.

By left clicking over an available selection you will be sent directly to the appropriate section of the program. The cursor changes to a red arrow when over a selectable area. Also, the bar on the bottom of the screen displays text describing the part of the program that each building represents.

Don't forget to save your character when you have finished by clicking on the Save sign.

To exit this screen without saving your character, left click on the Cancel sign or on the X in the top right corner.


Custom Database and Character Kits

This screen allows you to access the different parts of the program where you can create, edit, or copy custom database items.

In most instances, some of the buttons and items explained below will be inactive (or invisible) on your screen. Which buttons and options are active depends on what items or categories were selected on the previous screen.

Name:

This edit box is always active.  Except when editing an existing item, you must enter a name for the item to be valid.

Abilities

This button takes you to a screen where you can set the current item to modify character ability scores.

Adjustments

This button takes you to a screen where you can set the current item to modify character Armor Class, To Hit, and Damage numbers.

Costs

This button takes you to a screen where you can set this item's monetary and (for Player's Option characters) character point costs.

Description

This button takes you to a screen where you can enter a text description for this custom item.

General Info

This button takes you to a screen where you can set general information about this item such as weight, bulk points, pages (for spell books), equipment group (item category), and if it is associated with a particular race.

Saving Throw

This button takes you to a screen where you can set the item to modify a character's saving throws.

Schools

This button takes you to a screen were you can select a Scheme for the current school and assign it schools of opposition.

Setting

This button takes you to a screen where you can assign the current item to a particular historical period or society.

Weapons

This button takes you to a screen where you can assign and modify information such as damage, speed factor, weapon group, etc. for the currently selected weapon.

Restrict Class

This button takes you to a screen where you can restrict which classes can use the current item.

Racial

This button takes you to a screen where you can assign various bonuses and abilities to the specified race.

Kits

This button takes you to a screen where you can create and modify custom character kits.

Magic Items

This button takes you a screen where you may select a category and assign certain functions to the current magic item.

Items Worn

This button is only active when the "This is something a character could wear" check box is selected. It takes you to a screen where you can specify how the item is worn, if it functions as armor or a shield, and other information.

Container

This button is only active when the "This can be used to carry other items" check box is selected.  It takes you to a screen where you can specify its carrying capacity, the types of items it can hold, and other information.

Carry Me?

This button is only active when the "This can be carried in a container" check box is selected. It takes you to a screen where you can specify which types of containers can carry the item.

Skills

This button is only active when the "Thieving Skills are adjusted" check box is selected. It takes you to a screen where you can set how much the item will adjust a character's thieving skills.

Magic

Selecting this check box allows you to enter an experience point value (XP) for the current item.

This item contains metal

Selecting this check box indicates the current item contains metal. Druids, for example, may not be able to use such an item.

This item contains silver

Selecting this check box indicates the current item contains silver.  Lycanthropes and certain undead, for example, may be harmed by such items.

OK

Selecting this button saves your work and returns you to the Parts screen.

Cancel

Selecting this button returns you to the Parts screen without saving your work.


Ability

This screen allows you to adjust a character's ability scores and to make these adjustments dependent on carrying a particular weapon or weapon from a broad or tight group.

Effects on Ability Scores

Depending on which radio button is selected, abilities will either be adjusted by the indicated amount or to the indicated amount.

Adjust by the Amount indicated

When this radio button is selected, a character's ability and subability scores will be adjusted by the amount in the spin button boxes for each ability or subability.

Set to the amount indicated

When this radio button is selected, a character's ability and subability scores will be adjusted to equal the amount in the spin button boxes for each ability or subability.

Ability Score Adjustments

Use the spin button by the ability scores to set the number to the desired adjustment.  Subability scores appear below their respective abilities.  Subability score adjustments will only affect Player's Option characters.

Receive Bonus Only When Carrying:

When an item in one of the scrolling list boxes at the bottom of the screen is selected, the indicated ability score adjustment(s) will only apply if that item is carried by the character.

OK

Clicking this button saves your work and returns you to the Database Information screen.

Cancel

Clicking this button returns you to the Database Information screen without saving your work.


Attribute of an Item when it is Worn by the player

This menu allows you to define attributes of an item the character wears.

Currently selected item

This box displays the name of the item to which the selections on this window will be applied.

Armor Type:

This drop down list box allows you to specify if this item functions as an armor type.

Armor Class

This spin button is only active if the This item has no Armor Class check box is not checked. When the spin button is active, it may be used to assign an armor class to the currently selected item.

Can this item be worn…

A number of check boxes appear in this area.  Check the ones which apply to the currently selected item.  The current item will then be worn as the indicated item (example: gloves, item is worn on the hands).

Armor Proficiency Information

This section allows you to create an armor proficiency for this item.  When the check box is checked, an armor proficiency with the same name as the currently selected item is created.

Shield Types

When a radio button other than The following do not apply is checked, the item will function as a shield of the indicated type.

Number of hands needed

The number entered in the spin box is the number of hands needed to use this item.

OK

Selecting this button saves your work and returns you to the previous menu.

Cancel

Selecting this button returns you to the previous screen without saving your work.


Container Information

This menu allows you to specify how the currently selected item functions as a container.

Storage Capacity in Pounds

If the check box is selected, there is no weight limit on what this container can carry.

If the check box is not selected, enter the maximum weight the container can hold in the edit box that appears to the left.

This container can hold…

This section allows you to specify a number of specific item types the container can carry.

If the check box by an item is selected, the container can hold an unlimited number of items of that type.  If the check box is not selected, the container can hold items of that type up to the number appearing in the box.

To prohibit a container from carrying one of these item types, deselect (no check) the box and set the edit box item number to 0.

Do Not Add to Encumbrance

When this box is checked, the item does not encumber the character carrying it.  It is not included in the encumbrance calculations.

This item is the same as…

The items listed in this section have special container properties. When one of these boxes is checked, the currently selected container receives the properties of the selected item box. For example, if Boots or Shoes is checked, the currently selected container can carry items that can normally be carried in boots or shoes (a hidden dagger for example).

Bulk Points

Bulk Points are a Player's Option rule. When the Not limited by bulk box is checked, bulk points do not apply for this item. If the box is not checked, you may either enter the bulk points the container can carry in the edit box which appears at the top of the section, or set the bulk points' capacity equal to the character's strength by checking the box at the bottom of the section.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous window without saving your work.


Can Carry in Containers

This window allows you to specify which containers can carry this item. If a container appears on this screen, it will not be able to carry the currently selected item unless its box is checked.  Other container types will be able to carry the currently selected item as long as it does not exceed their weight and/or bulk point limits.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous window without saving your work.


Cost

This screen allows you to set the monetary or character point cost for an item. Different costs may be set for Core Rules (Player's Handbook) and Player's Option (Skills & Powers) characters.

Monetary Value

Enter the cost for this item in the edit box by the desired coin type.

Character Points gained:

When the custom item is a Disadvantage (Player's Option only), enter the number of character points awarded when it is taken.

Character Point Cost:

When there is a character point cost for a character to take this custom item (Player's Option only), enter that cost here.

The selected race will receive a one character point savings

Use this drop down list box to choose a race which can purchase this custom item at a reduced character point cost (Player's Option only).

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Weapon Information

This screen allows you to define the currently selected weapon.

Currently Selected Weapon:

The currently selected weapon's name is displayed in this box.

Damage to Creatures

The controls in this section allow you to specify the damage range the weapon can do against either Small to Medium or Large (larger than medium) opponents.

Small to Medium:

Use the three boxes to the right to specify damage against small to medium sized creatures. The box next to the number (#) sign specifies the number of damage dice to be rolled. The box next to the letter "d" specifies the size of the damage dice to be rolled. The number next to the +/- specifies how the number rolled by the damage dice is to be modified.

For example, if you wanted the damage range to be 2 to 12 points, you would enter a 2 in the # box, a 6 in the d box, and leave the +/- box a 0.  If you wanted this damage to be 1 to 11 points, you would keep the 2 in the # box and the 6 in the d box, but you would change the 0 in the +/- box to a –1.

Large:

Use the three boxes to the right to specify damage against creatures larger than medium size. The box next to the number (#) sign specifies the number of damage dice to be rolled. The box next to the letter "d" specifies the size of the damage dice to be rolled. The number next to the +/- specifies how the number rolled by the damage dice is to be modified.

  For example, if you wanted the damage range to be 2 to 12 points, you would enter a 2 in the # box, a 6 in the d box, and leave the +/- box a 0.  If you wanted this damage to be 1 to 11 points, you would keep the 2 in the # box and the 6 in the d box, but you would change the 0 in the +/- box to a –1.

Proficiency Information

To provide a specific weapon proficiency for this weapon (and which will have the same name as this weapon), the check box in this section must contain a check.  To have an existing proficiency apply to this weapon, make the box unchecked.

The default for the box is checked.  If you uncheck it, by clicking on it, a drop down list box appears which allows you to assign an existing weapon proficiency to this weapon.

Select the Weapon Group(s) to which this item belongs:

There are penalties for a character using a weapon with which he is not proficient.  These penalties can be reduced if the weapon used belongs to a group with which the character is proficient (Player's Option warrior characters can purchase weapon proficiencies by the group and have no proficiency penalties for weapons in that group).

There are two list boxes in this section. The right list box contains the names of groups not assigned to the current weapon.  The left list box contains the groups which include the current weapon.  To place the current weapon in a group, select that group in the left list box and then select the Add button. To remove a weapon from a group, select that group in the right list box and then select the Remove button.

Do not apply low STR Penalty

Characters with low Strength (or Muscle for Player's Option characters), receive To Hit and Damage penalties when using most weapons. If you do not want these penalties to apply when using the current weapon, select this check box.

Max Damage Bonus from STR:

Characters with high Strength (or Muscle for Player's Option characters), receive a damage bonus when using most melee and thrown weapons.  Use the spin button to place a limit on the maximum amount of the Strength damage bonus for this weapon. Leaving 0 in this box means the program will use the normal Strength damage bonuses.

Missile Weapon

Place a check in this box if the current weapon is a missile weapon. Missile weapons are weapons which are launched in some way (thrown, shot, etc.) at an opponent, have a Rate of Fire, and may be used to attack from a distance. (Note some weapons can be used as both missile and melee weapons, if this is the case, check both boxes.)

Melee Weapon

Place a check in this box if the current weapon is a melee weapon. Melee weapons are physically held by the attacker during the attack, have number of attacks per round, and normally require that the attacker be adjacent to the target. (Note some weapons can be used as both missile and melee weapons, if this is the case, check both boxes.)

Used as Ammunition

Some weapons, such as bows, slings, and guns, attack by launching projectiles.  If the currently selected weapon is a projectile, check the Ammo box.  When the Ammo box is checked, the Weapons… button becomes active. Use this button to specify what weapons the currently selected weapon is ammunition for.

Speed Factor

Use the spin button to set the currently selected weapon's speed factor.

# of hands needed:

Use the spin button to set the number of hands needed to use the currently selected weapon.  This number is normally either 1 or 2 (except for ammunition that number is normally 0).

Knockdown

Use the spin button to set the weapon's knockdown number.  Knockdown is a Player's Option rule.

Weapon Size:

Use this spin button to set the weapon's size. Weapon size affects two-weapon fighting, the minimum creature size to use the weapon, and if the weapon can be wielded with one or two hands (smaller creatures may need to use two hands to wield a larger weapon, larger creatures may be able to wield smaller weapons one-handed.  This is somewhat dependent on the # of hands needed: spin button).

Weapon Type:

Use this spin button to set the weapon's type. This may affect which character classes can use the weapon.  Clerics, for example, can only use B weapons. They cannot use S, P, or P/S weapons.

ROF

Use the drop down list box to set a missile weapon's Rate of Fire. ROF is expressed in number of attacks per round. If the weapon can attack more than once per round, this is indicated by the number after the slash (/).  For example, if the ROF is 1/3 rnd, the weapon can attack three times in a round.  If there is no number after the slash, the number before the slash shows how many rounds between attacks.  For example, if the ROF is 3/rnd, the weapon can attack once every three rounds.

Range

Missile weapons have three different ranges: short, medium, and long.  There are To Hit penalties when attacking at medium and long ranges.

Use the spin buttons beside each range to set the maximum range for that category.  For example, to set a weapons short range at 1 to 10, its medium range at 11 to 30, and its long range at 31 to 50, you would set the Short box to 10, the Medium box to 30, and the Long box to 50.

Close

Select this button to save your work and return to the previous screen.


Adjustment

This screen permits you to adjust a character's Armor Class (AC), To Hit number, and Attack Damage number. You may make these number adjustments conditional. It also permits you to attach different movement abilities.

AC Adjustment

Use the spin button to set the amount of adjustment.  The lower the number, the better the Armor Class (negative numbers improve Armor Class.  Positive numbers make Armor Class worse).  Armor Class adjustments are not conditioned on weapons.

Changes Land Movement Rate

If this box is checked, a spin button appears which allows you to set the base land movement rate for a character who wears or readies this item.

Changes Swimming Movement Rate

If this box is checked, a spin button appears which allows you to set the base swimming movement rate for a character who wears or readies this item.

Change Flying Movement Rate

If this box is checked, a spin button appears which allows you to set the base flying movement rate for a character who wears or readies this item.

To Hit Adjustment

Use the spin button to set this adjustment. A positive number gives a To Hit bonus.  A negative number applies a To Hit penalty. If the No Conditions radio button is not checked (a different button is selected), this adjustment is conditional on the weapon used.

To Damage Adjustment

Use the spin button to set this adjustment. A positive number gives a Damage bonus.  A negative number applies a Damage penalty. If the No Conditions radio button is not checked (a different button is selected), this adjustment is conditional on the weapon used.

No Conditions

When this radio button is selected, the To Hit and Damage adjustments always apply.

With Selected Weapon(s) below

When this button is selected, the To Hit and Damage adjustments only apply if the character is using a weapon from the Weapons which receive the bonus list box. To place a weapon in this list box, first select the weapon in the List of Weapons list box and then select the Add -> button.  To remove a weapon from the list box, select it and then select the <- Remove button.

With any Weapon of the user's choice

When this button is selected, the user will be allowed to choose which weapon the To Hit and Damage adjustments are applied to.

With any Melee Weapon of the user's choice

When this button is selected, the user will be able to choose a melee weapon for which the To Hit and Damage adjustments apply.

Close

Selecting this button saves your work and returns you to the Database Information screen.


Saving Throw Adjustments

This screen allows you to assign saving throw modifications to the current custom item. To adjust saving throws based on race, do not use this screen. Rather, return to the previous (Database Information) screen and choose the "Racial" button on that screen.

Saving Throw Adjustments

Use the spin button next to the different saving throw categories to assign saving throw adjustments. Either positive numbers (bonuses) or negative numbers (penalties) can be assigned.

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Spells

This window allows you to define a new custom spell, edit an existing or copied spell, or add a school to an existing spell.

Name:

This box contains the spell's name.  When creating a new spell or copying an existing one, be sure to enter the spell's name in this box.

Range:

Enter or edit the spell's range in this box.

Duration:

Enter or edit the spell's duration in this box.

Area of Effect:

Enter or edit the spell's area of effect in this box.

Subtlety:

This box contains the spell's subtlety rating.  Subtlety refers to the likelihood others will notice the spell is being cast.  A positive number indicates the spell is more likely to be noticed. Factors which increase the subtlety modifier include long casting times, noises, and unusual or dramatic action. This is a Player's Option: Spells & Magic rule.

Sensory:

This is a Spells & Magic rule.  It refers to how noticeable the effects of the spell are. The more noticeable the spell effects, the larger the signature. Signatures have two parts. The first part is their size and the second part is the sense used to notice them. Some spells have no signatures (Charm Person for example). The word "None" would appear in the box for these spells. For spells that do have signatures, the common sizes are: tiny, small, moderate, medium, large, huge, and gargantuan. The common sense categories are: visual (sight), audio (hearing), olfactory (smell), tactile (touch), and taste. Some spells have more than one rating such as Huge visual/audio, large tactile.

Components:

Use the drop down list box to select the spell's components.

Casting Time:

Enter or edit the spell's casting time in this box.

Saving Throw:

Enter or edit the Saving Throw that applies vs. this spell in this box.

Knockdown:

This is a Spells & Magic application of a Skills & Powers combat rule. The S&M applies this to certain spells that have a chance to send a character flying or put him on the ground. Most spells will have None entered in this box. For a spell that has knockdown potential, indicate this by entering a die size here. Enter this as the letter d followed by the size of the dice, d8 for example.  If a knockdown result is possible, roll the indicated dice. The character is knocked down if the die roll equals or exceeds the following numbers (based on character size): Tiny, 3; Small, 5; Medium, 7; Large, 9; Huge, 11; and Gargantuan, 13.

Critical:

This is a Spells & Magic rule.  It assigns to certain spells the potential to cause a battle-ending injury.  Most non-harmful spells will have None entered in this box. The rules for when a critical strike occurs appear in the Critical Strikes section of Chapter 8 of the Player's Option: Skills & Magic work.  You may wish to review this section. The critical information normally comes in three parts: probability (small, medium, large, or huge), number of hits (examples, 1 hit, 1d3 hits), and type of damage done (Acid, Cold, Constriction, Crushing, Electricity, Fire, Impact, Slashing, Vibration, and Wounding). There is a table for each damage type in Chapter 8 of Skills & Powers. This table can be easily accessed through the Table Rolls button on the DM Toolkit screen (Player's Option: Spells & Magic, Spell Hit Location and Effect).

Reversible

Check this box if the spell is reversible.

Wild Magic

Check this box if the spell is a wild magic spell.

Quest

Check this box if the spell is a quest spell.

Level

Use the spin button to set the spell's level.

Select the School(s) to which this spell belongs

This section allows you to assign this spell to a school.

List of Schools

The list box displays all schools to which this spell does not currently belong.  To assign this spell to one of these schools, select the desired school and then select the Add button. This will place that school into the School(s) to which this spell belongs list box.

School(s) to which this spell belongs

This list box displays the schools the current spell is a part of. To remove this spell from a school, select the desired school in this list box and then select the Remove button.  This will place that school into the List of Schools list box.

Spheres

This button is only active for priest spells. Selecting it takes you to a window where you can select the spheres which apply to this spell.

Description

Selecting this button takes you to a window where you can enter text information about this spell.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous window without saving your work.


Schools of Magic

This screen allows you to select a scheme for the current custom school and to select its opposition schools. Note that spells are assigned to schools when custom spells are created or when spells are edited.

Select a Scheme for this School

Use the drop down list box to assign a scheme to the current custom school.

List of Schools

All Schools of Magic currently in the database, but which are not opposition schools to the currently selected school, appear in this list box.

Current School

The name of the currently selected school is displayed here.

Schools of Opposition to the current School

All Schools of Magic currently in the database, which are opposition schools to the currently selected school, appear in this list box.

Adding and Removing Opposition schools

To add an opposition school, select that school from the List of Schools and select the Add button. To remove an opposition school, select that school from the Schools of Opposition to the current School and select the Remove button.

Close

Selecting this button saves your work and returns you the previous screen.


Setting

This screen allows you to assign a particular time period or culture to an item.

The left list box displays the different time periods and cultures in the database.  To assign one or more of these to the current custom item, select the desired time period or culture and then select the Add button.

The right list box displays the different time periods and cultures assigned to the current custom item.  To remove a time period or culture, select it and then select the Remove button.

Close

Selecting this button saves your work and returns you the previous screen.


Spheres

This window allows you to assign the current spell to one or more spheres.

All Spheres

This list box displays all spheres to which the current spell does not belong. To assign the current spell to a sphere, select it in this list box and then select the Add button to place the selected sphere in the Sphere(s) to which this spell belongs list box.

Sphere(s) to which this spell belongs

This list box displays the spheres the current spell belongs to. To remove the current spell from a sphere, select that sphere in this list box and then select the Remove button to place the sphere in the All Spheres list box.

Close

Selecting this button saves your work and returns you to the previous screen.


Description

Use this screen to enter a description of the current custom item.

Close

Selecting this button saves your work and returns you to the previous screen.


Nonweapon Proficiencies

Current Selection

This box displays the name of the currently selected item.

Skills & Powers

Cost in character points:

Use the spin button to set the character point cost (Player's Option rules) to purchase this proficiency.

Initial Rating:

Use the spin button to set the initial rating (starting number to be rolled less than or equal to on a d20 for successful use) for this proficiency.

Additional Languages:

Use the spin button to award additional languages as part of this proficiency.

Relevant Ability:

Use the drop down list boxes in this section to select the relevant abilities for this nonweapon proficiency. One or two may be selected.  The second box is only active when the first ability has been selected.

Group(s)

Use the check boxes below to assign this proficiency to a group.  Proficiencies are less expensive when purchased from the General group or a group associated with a character's class(es).

Rating bonuses

The current proficiency receives the indicated bonus(es) when the character also has the Trait and/or Proficiency specified below. Use this section for Player's Option rules.

Trait

Select the desired trait in the drop down list box. Use the spin button to set the bonus the current proficiency will receive when the character has both this proficiency and the indicated trait. Traits are a Player's Option rule.

Proficiency

Select the desired proficiency in the drop down list box. Use the spin button to set the bonus the current proficiency will receive when the character has both this proficiency and the indicated proficiency.

Core Rules

If the proficiency is intended for use with a Core Rules character, use this section to assign it a slot cost, relevant ability, and proficiency check modifier.

Cost in Slots

Use the spin button to set the number of slots the Core Rules character must spend to purchase this nonweapon proficiency.

Ability Score

Select the relevant ability using the drop down list box. The character's score for this ability is his base (unmodified) score for checks for this proficiency.

Check Modifier:

Use the spin button to set this. This is a modifier to the ability score.  For a successful ability score check, the player must roll the character's relevant ability score or less (immediately above) as modified by this number, plus any other modifier the DM applies on a d20 (a 20 always fails).

This Nonweapon Proficiency has Languages associated with it

Check this box if the nonweapon proficiency has an associated language.

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Select the Weapon(s) which can fire this ammunition

Use this screen to select which weapons can fire the current ammunition.

Current Ammo

The name of the current ammunition is displayed in this box.

List of Weapons

The names of all weapons in the database which are not identified as being able to use the current ammunition appear in this list box. To allow a weapon to use the current ammunition, select it in this list box and then select the Add button.

Weapons which can fire the current Ammo

The names of all weapons in the database that can use the current ammunition appear in this list.  To remove a weapon from this list, select that weapon and then select the Remove button.

Close

Selecting this button saves your work and returns you to the previous screen.


Class Restrictions

This screen allows you to restrict which classes can use the item.

Current Selection

The name of the current item is displayed in this box.

Class check boxes

Any class whose box is checked is not allowed to use the current item.

For Psionicists, check both boxes if you do not want this class to use this weapon. Core Rules psionicists may only use the weapon if neither box is checked.

Note: Player's option Psionicists are not allowed to use ANY weapon unless they purchase this ability. The five point ability normally allows weapon access not quite as good as what thieves enjoy. The ten point ability normally allows weapon access that is somewhat better than what thieves enjoy. Checking the 5 point box, but not the 10 point box, will allow a psionicist to use the weapon only if he purchases the 10 point class ability.

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Racial Abilities

This screen permits you to set race-related abilities

Race

Use this drop down list box to select the race the other selections on this screen will apply to.

Purchases will be at a discount of:

Use this spin button to give the current racial ability the indicated discount when purchasing goods.

Nonweapon Proficiency Bonus

Use the drop down list box to select the nonweapon proficiency and then use the spin button to set the bonus.  Note the bonus will only apply to characters of the indicated race who have the specified nonweapon proficiency.

Saving Throw Bonuses

This section allows you to assign saving throw bonuses as indicated by the chart in the left of the box.  These bonuses will only be applied to those saving throws whose boxes are checked.  Alternately, you may use the spin button to set a saving throw bonus to apply to the checked boxes.  If the number in the spin button is 0, any checked saving throw box will receive the bonuses as indicated on the left.

Creating a new value

This section applies to a selected racial ability.  The spin buttons allow you to set a starting value for that ability and to set the amount that ability will increase with each level increase on the part of a character who has this ability.

Give this Ability its own value (As a percent)

If this check box is checked, the ability will be given a value set as a percent.

Weapon Proficiencies granted at the specified levels

This section allows you to grant Weapon Proficiencies to characters of the selected race when they reach certain levels.  Use the drop down list boxes to select the weapon proficiencies to be awarded and the spin buttons to set the class level at which they will be awarded.

Per Level Bonuses

This section permits you to grant Hit Point (HP) and Experience Points (XP) bonuses to characters each time they advance a level. Use the spin buttons to set the bonus amounts.

OK

Saves your work and returns you to the previous screen.

Cancel

Returns you to the previous screen without saving your work.


Magic Items

This screen allows you to assign the current magic item to a category and give it special functions.

Select a Category for this item

Selecting any radio button below will place the current magic item into the indicated category.  These categories determine when the item will be displayed by the program and when it will be generated as random treasure.

Function As...

Selecting any check box in this section will give the magic item the same special powers as the item displayed by that check box.

OK

Selecting this button saves your work and returns you to the previous menu.

Cancel

Selecting this button returns you to the previous menu without saving your work.


Thieving Skill adjustments

This screen permits you to have the currently selected item adjust a character's thieving skills. Use the spin buttons next to each skill for this.  A negative number means the item will provide a penalty.  A positive number greater than 0 means the item will provide a bonus.

OK

Selecting this button saves your work and returns you to the previous screen.

Cancel

Selecting this button returns you to the previous screen without saving your work.


General Description

Enter a text description of this race in the above box.

OK

Clicking this button saves your work and returns you to the Edit Race window.


Ability Scores

This screen allows you to set minimum and maximum ability scores for this race and to determine its ability score racial adjustments.

Use the spin buttons to set the Minimum and Maximum scores for each ability. Use the spin buttons in the Adj +/- column to set the racial adjustments for each ability score.

If the warrior characters of this race are to be allowed extra strength (18/01 – 18/00) check the Allowed Extra Strength check box.

If characters of this race are be awarded one point they can add to any ability score, check the Plus one to any score check box.

OK

To save your work and return to the Edit Race screen, click on this button.

Cancel

To return to the Edit Race screen without saving your work, click on this button.


Level Limits

Use the spin buttons to set the maximum level this race can achieve in the specified classes.  To deny this race access to a class, set the level to 0.  To allow the race unlimited advancement in a class, check the Unlimited check box for that class.

OK

To save your work and return to the Edit Race screen, click this button.

Cancel

To return to the Edit Race screen without saving your work, click this button.


Languages

This screen allows you to assign languages to this race.

Available:

Languages which are available for assignment to the race are displayed in this list box.

Selected:

Languages which have been assigned to the race are displayed in this list box.

Add ->

To assign a language to the race, select the language in the Available: list box and click this button.

<- Remove

To remove a language that has been assigned to the race, select that language in the Selected: list box and click this button.

OK

Click this button to save your work and return to the Skill Package screen.

Cancel

Click this button to return to the Skill Package screen without saving your work.


Racial Penalties

Enter a text description of the penalties for this race in the above box.

OK

Clicking this button saves your work and returns you to the Edit Race window.

Cancel

Clicking this button returns you to the Edit Race window without saving your work.


Classes Allowed

This screen allows you to specify which classes are permitted for characters of this race.

Available:

The list of classes not authorized for this race is displayed in this list box.

Selected:

The list of classes permitted for this race is displayed in this list box.

Add ->

Select a class from the Available: list box and press this button.  That class is moved to the Selected: list box and is now permitted for this race.

Dual Class

To permit this race to have dual class characters, select this check box.  Normally, only  humans are permitted to be dual class.

Multiclasses

To permit this race to have multi-classed characters, select this button.

OK

Select this button to save your work and return to the Edit Race screen.

Cancel

Select this button to return to the Edit Race screen without saving your work.


Alignments Allowed

Left click on the allowed alignments for this race. Selecting the Any check box will allow characters of this race to be any alignment. If you want the program to recommend the use of certain alignments, check the Any box and the alignments you want recommended.

OK

Selecting this button will save your work and return you to the Edit Race screen.

Cancel

Selecting this button will return you to Edit Race screen without saving your work.


Allowed Multi-classes

This screen permits you to determine the character's multi-class.

The five list boxes across the top of the screen contain all of the allowed classes.  You may create the multi-class by left clicking on the selections in these boxes.  Multi-classes cannot contain more than one selection from any of the boxes. Multi-classes may contain a selection from two, three, four, or five boxes. When a class is selected, it appears in the slot beneath the list box.

Close

This button saves your work and returns you to the Select Race and Class screen. Your character's multi-class will be whatever appears in the slots below the list boxes when this button is clicked.


Character Kits

This window allows you to set certain basic character kit information and provides access to screens for more complete settings.

Available to Core Rules Characters

If this box is checked, Core Rules characters will be allowed to choose this kit (provided they meet its requirements) during character generation.

Available to Skills & Powers Characters

If this box is checked, Player's Option characters will be allowed to choose this kit (provided they meet its requirements) during character generation.

Requirements

The options in this section allow you to set the requirements a character must meet to be eligible for the kit in character generation.  Requirements are not generally enforced in the Update or Enter character portions of the program.

Ability Scores… button: This brings up a dialog box that allows you to set minimum and maximum ability scores and prime requisite score requirements of this kit.  You can also adjust XP requirements and bonuses.

Alignment/Gender… button: This brings up a dialog box that allows you to set the allowed alignments and gender for this kit.

All races except or No races except radio buttons: These radio buttons work with the These races… button to restrict which races are allowed this kit.

These races… button: This button brings up a dialog box that allows you to specify which races are permitted this kit (if the No races except radio button is selected) or which races are not permitted this kit (if the All races except radio button is selected).

Allow only check box: If this box is check, only the races specified in the dialog box called by the These classes… button are allowed this kit.

These classes… button: This button is only active is the Allowed Only box is checked.  It brings up a dialog box that allows you to specify which classes are eligible for this kit.

Recommended Traits…

Use this button to access a dialog where you can select the recommended traits for this kit.

Display on Selection…

Use this button to access a dialog where you can enter the text for a message that pops up when this kit is selected.

Display on Equip…

Use this button to access a dialog where you can enter the text for a message that pops up the first time the character calls up the equipment screen. This is normally used to remind the character of some kit-related weapon information such as the character cannot use fired weapons or the character receives one free weapon.

Combat…

Use this button to access a dialog where you can adjust combat numbers for characters who take this kit.

Rogue Skills…

Use this button to access a dialog where you can award bonus rogue skills points and modify the rogue skills of characters who take this kit.

Money…

Use this button to access a dialog where you can specify the money available to beginning characters that choose this kit.

Languages…

Use this button to access a dialog where you can reduce language costs or provide bonus, level-based languages to characters who take this kit.

Armor…

Use this button to access a dialog where you can place limits on the armor a character who takes this kit can wear or assign AC penalties or benefits based on armor worn.

Non-Weapon Proficiencies…

Use this button to access a dialog where you assign bonuses, penalties, recommended, free, prohibited, etc. NWPs for characters who take this kit.

Weapon Proficiencies…

Use this button to access a dialog where you assign bonuses, penalties, recommended, free, prohibited, focus, specialization, etc. WPs for characters who take this kit.

Class Abilities…

Use this button to access a dialog where you can restrict the class abilities, spells, school, spheres, etc. available to characters who take this kit.

Weapon (+1 THAC0)…

Use this button to access a dialog where you may specify the weapons which receive a +1 to their THAC0 when used by a character who has this kit.  Note that this is based on weapon proficiencies.

Spells…

Use this button to access a dialog where you can provide bonus spells, bonuses to learn spells, and custom spell progression to characters who take this kit.

Equipment…

Use this button to access a dialog where you can provide free equipment, require equipment, prohibit equipment, etc. to characters who take this kit.

Other…

Use this button to access a dialog where you can specify other miscellaneous restrictions, bonuses, etc. to characters who take this kit.

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Kit Requirements

Ability Score Requirements

This section allows you to set the maximum and minimum ability and (for Player's Option characters) subability score requirements for this character kit. Use the edit box to set the ability scores and the spin buttons to set the subability scores.  A minimum of 0 indicates there is no minimum and a maximum of 25 indicates there is no maximum score.

The spin button at the bottom of the section (Must have a minimum score of …) allows you to set a minimum required prime requisite score for the kit.

Add…

If this box is checked, the number in the edit box is the percent of additional XP characters who take this kit must have to advance a level.

Maximum…

If this box is checked, the number in the edit box is the maximum % XP bonus characters who take this kit will receive for having prime requisites of 16 or higher.

OK

Selecting this button saves your character and returns you to the previous window.

Cancel

Selecting this button returns you to the previous window without saving your character.


Weapon Proficiencies

Use of this window allows you to recommend and prohibit weapons proficiencies for this kit.

Weapon Proficiencies

This list box contains all weapon proficiencies which have not been either recommended, not allowed, or not recommended for this class.

Recommended

This list box contains all weapon proficiencies that have been recommended for this kit.

Not Allowed

This list box contains all weapon proficiencies that have been prohibited to this kit.

Not Recommended

This list box contains all weapon proficiencies that have been specified as not recommended for this kit.

Adding and Removing proficiencies

To add a weapon proficiency to a list, select that proficiency in the left list box and then select the Add (Recommended, Not Allowed, or Not Recommended) button which points to the desired box.

To remove a weapons proficiency from a list, select that proficiency in a right list box and then select the Remove (Recommended, Not Allowed, or Not Recommended) button.

Recommend all Weapon Proficiencies that fit the Character's adventuring class

Selecting this check box will cause all weapon proficiencies appropriate for a character's class to be recommended.

OK

Selecting this button will save your work and return you to the previous window.

Cancel

Selecting this button will return you to the previous window without saving your work.


Recommended Nonweapon Proficiencies

This window allows you to recommend non-weapon proficiencies for this kit. Characters purchase recommended proficiencies for one character point less than their normal cost.

List of Nonweapon Proficiencies

This list box contains all non-weapon proficiencies that have not been recommended for this kit.

Recommended Nonweapon Proficiencies

This list box contains all non-weapon proficiencies that have been recommended for this kit.

Adding proficiencies

To add a proficiency to the recommended list, select it in the left box and then select the Add button.

Removing proficiencies

To remove a proficiency from the recommended list, select it in the right box and then select the Remove button.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous menu without saving your work.


Recommended Traits

This window allows you to recommend traits for this kit.

List of Traits

This list box contains all traits that have not been recommended for this kit.

Recommended Traits

This list box contains all traits that have been recommended for this kit.

Adding traits

To add a trait to the recommended list, select it in the left box and then select the Add button.

Removing traits

To remove a trait from the recommended list, select it in the right box and then select the Remove button.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous menu without saving your work.


Custom Spells

This window allows you to create new spells and change the information for spells you have created or otherwise added to the program. You may also use this window to assign spells to monsters.

Spells:

This drop down list box allows you to specify which spells will be displayed in the scrolling list box below. The All option displays all spells in the database, Standard displays only those spells that shipped with the program, and Custom displays the spells which have been added to the program.

Note that new Schools and Spheres are created as Custom Data..

Spell Type:

These radio buttons allow you to choose which types of spells, Wizard or Priest, are displayed in the scrolling list box.

Level:

This spin button allows you to specify the level for the spells displayed in the scrolling list box.  Selecting 0 displays all spell levels.

Spells available to this Monster

This list box only appears if you are creating, editing, or copying a monster. The spells that appear in this box are the ones to which the monster has access.  To assign a spell to a monster, select that spell in the Spells scrolling list box and then select the Add button. To remove a spell previously assigned to a monster, select that spell in this list box and then select the Remove button.

Buttons

If no spell is selected in the scrolling list box, only the New… button is active.  If a Standard spell is selected, the New…, Copy and Schools buttons are active.  If a Custom spell is selected, all buttons are active.

New…:

Left clicking on this button permits you to create a new wizard or priest spell depending on which radio button is selected.

Edit…:

Left clicking on this button permits you to access and change the information for the custom spell selected in the list box.  You will not be able to edit Standard spells.

Copy…:

Left clicking on this button permits you to access a copy of the information for the spell selected in the list box. Excluding the name, this information will be as for the selected spell. Use this option to quickly create similar spells, or to change information for a Standard spell (although you will have to save it under a different name).

Delete:

Left clicking on this button deletes the custom spell selected in the list box. You will not be able to delete Standard spells.

Schools…:

Left clicking on this button allows you to change the schools to which the selected spell belongs.

Close:

Left clicking on this button closes the window and returns you to the Custom Database screen.


Select a Roll Method for Character Creation

Left clicking on a button will bring you to a new screen to create a character using the preferred roll method. Right click over the text to get a description of each roll method.


General

This screen allows you to create and update player characters.  You may also use it to enter an existing player character into the program. Once a character is in the program, you may use the program to manage that character as well as print out its character sheet or change it to an NPC.

More information on what each button does may be obtained by right clicking on the text next to the button.

Party

This drop down list box displays any parties (groups) you have created.  When a party is selected, the individual characters in that party are displayed in the Characters box below.

Party Management …

This button brings up a dialog box that allows you to create and delete parties, assign characters to parties, and unassign characters from parties.

Characters

The large box on the left shows the file names of the characters you have saved with this program.  When you left click on one of these names, you have selected that file and summary information on that character appears in the bottom box.

To Update, View, or Print a character record, you first need to select that character by left clicking on its name in the top left box.

Core Rules (Player's Handbook) or Player's Option (Skills & Powers)

You may create and maintain characters in accordance with either the Player's Handbook rules or the Skills & Powers rules.

To use the Player's Handbook rules, left click on the Core Rules button at the top of this column.

To use the Skills & Powers rules, left click on the Player's Option button at the top of this column.

You may create or enter and update characters either per the Core Rules or Player's Option, but the program does not support switching characters between the two rule sets.  To manually switch a character, select the desired rule set, select the Enter Character button, enter the information for that character and use the Delete button to remove the previous character record (if desired).

Create Character

Creates a new, first level character according to the selected rule set (Core Rules or Player's Option).

Update Character

Select (left click on) a character from the upper left list box. Then press this button to change information (experience points, spells, equipment, level, etc.) for that character.

Enter Character

Allows you to enter a character into the program.  The character can be level 1 through 100.  Character records will be created according to the rule set selected at the top right of screen (Core Rules or Player's Option).

Convert to NPC

Select (left click on) a character from the upper left list box. Then press this button to change that player character into an NPC.  This character will now appear in the NPC section of the Dungeon Master Toolkit section of this program.

View

Select (left click on) a character from the upper left list box. Then press this button to see how that character's record will appear when it is printed out.

Print

Select (left click on) a character from the upper left list box. Then press this button to print out that character's record.

Delete

Select (left click on) a character from the upper left list box. Then press this button to delete that character record (remove the character from the list at left).

HTML/RTF

This button brings up a dialog box that allows you to save the selected character as a Hypertext Markup Language (HTML), Rich Text Format (RTF), or Text (TXT) file.

HTML files are intended for use on the internet.

RTF files may be opened by word processors.  This will allow you a greater ability to customize your character sheet.

TXT files contain very little formatting and may be used by text editors.

Close

Select this button to return to the Main Menu screen.


Method I

The program simulates rolling three six-sided dice (3d6); the total is your character's Strength ability score. It repeats this for Dexterity, Constitution, Intelligence, Wisdom, and Charisma, in that order. This method gives a range of scores from 3 to 18, with most results in the 9 to 12 range. Only a few characters have high scores (15 and above), so you should treasure these characters.

Press the Roll button to get new results.

Press the Next button to proceed.


Method II

The program simulates rolling 3d6 twice, noting the total of each roll. Use whichever result you prefer for your character's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma score. This allows you to pick the best score from each pair, generally ensuring that your character does not have any really low ability scores (but low ability scores are not all that bad any way!).

The best score has already been selected for you. To change the selection, press the button next to the desired roll. Press the Roll button to get new results. When all of the dice have been moved, press the Next button to proceed.


Select Race and Class

Creating a character

Select a race and class and the program will make sure your dice rolls are adjusted to ensure a valid character.

First select the race that you want by clicking on it. The class list will then change to show only valid classes for that race. Next, select a class. After selecting your race and class you can press the Roll button again to obtain different ability scores. Ability scores will always be adjusted up or down to ensure valid scores.

When you have finished making your selections on the screen, select the Next button to continue. The Next button is used to advance the program throughout the character creation process.

Entering a character

Select the desired character race from the box on the left.  To access non-standard races, including custom races, select the All Races radio button. Select the desired class(es) from the box on the right.

Select the Next button to advance to the next portion of the program.


DM Toolkit

This part of the program is for Dungeon Masters to use in creating their own AD&D game campaign. New items can be added into the program's database and used in other parts of the program. New equipment items can be created and given to characters. You can create new races and monsters and add them to your campaign. Treasure bundles and encounters can be created and added to your maps. You can export your custom items so they can be added to other databases.  You can import items from other databases and add them to your own.

NPC Generation

This brings up the NPC Character Management screen. Select either the Core Rules button (to create an NPC in accordance with the Player's Handbook rules) or the Player's Option button (to create an NPC in accordance with the Skills & Powers rules). Groups of NPCs, suitable for encounters, may also be created.

Monsters and Encounters

Selecting this button takes you to a screen where you can choose to create and manage monsters and encounters.

Treasure

Selecting this button takes you to a screen where you can choose to generate and edit treasures.

Other Custom Information

To create a custom class, psionic power, race, spell, item, or other general data, select this button.

Table Rolls

Select this button to access a screen where the program will generate results based on the various tables included in the books provided in the Books Online section of this program.

Import

To add material to your database that has been exported from another database, select this button.  This provides a window where you can locate the file to be imported.  Once the file is located, open that file.

To find the file, first locate the folder that contains it. Use the Look In: drop down list box to do this. You may scroll through the items on this list box to locate folders on any drive in your computer or even other computers if they are networked together.

Once you locate the folder that contains the file you want, double left click on it (to open it) and then left click to select the file you want.  You may also enter the file's name in the File name: edit box once you have selected the folder it is in.

When you have selected the file you want, let click on the Open button to import it.

Export

To provide a copy of material from your database for use in other copies of the program, use this button.  Once the file is exported, it may be imported into other databases.

Close

Selecting this button returns you to the Main Menu screen.


Character Background

You may enter (type in) information about your character in the right list box under history.

The list box on the left provides a number of summary backgrounds.  You may select one of these or left click on the Select Randomly button to have the program choose one for you.

Portrait

The directional arrows allow you to select a portrait for this character. This selection is limited to the portraits the program provides for this class and race.  Click the arrows to step through the portraits.

The Browse button allows you to select a custom portrait for your character. If you would like to use a custom portrait for your character, select this button.  It will bring up a dialog box that will allow you to select a portrait from any folder the program can access.  IMPORTANT: the program can only use portraits which are the correct size, resolution, and palette.  We recommend using one of the portraits which comes with the program as a template for this.


Character Ability/Subability scores

Creating a character

Use the spin buttons to increase or decrease the scores.  When one subability score is increased, the other is decreased and vice versa.  Subability scores may not be more than two off from their ability score, unless a race or class ability allows otherwise.

If this is a Core Rules Character only ability scores will be shown on this screen.

Entering or Updating a Character

Use the spin buttons to change the scores.  Scores may be set to any number between 1 and 25.  The program does not otherwise limit how the scores may be set.

NPCs

This screen permits you to adjust the NPC's ability scores (and subability scores for Player's Option characters).

Ability scores are modified for racial adjustments and set to fall within the minimum/maximum range for the NPC's race and class.

Select the Close button to return to the previous screen.


Character Information

Creating a character

All Characters:

Player's Name:

This is the name of the person playing the character. To enter a name, left click in the edit box and type the name.

Character Name, Age, Weight, Height:

Left clicking on these buttons will give you a random result within the valid ranges of the program. You can also edit these fields directly.

Hit Points:

These are your character's hit points that represent the amount of damage he can sustain before death. Left click on the button to reroll these.

Background:

Left clicking on this button will bring you to a screen where you can select an event and enter a character history.

Alignment, Social Class, and Gender:

Left clicking on these buttons provides a drop down list of the available selections.  Left click on the desired one to select it.

Player's Option Characters only:

Subability scores:

Left clicking on this button will bring you to a screen to adjust your subability scores.

Kit:

Player's Option characters may select a kit.  To do this, left click on the down arrow to the right of the box below Kit and then left click on the desired kit.

PSPs:

If playing a psionicist character, the player's power points are shown here.

Entering or Updating a character

Hit Points:

Use the spin button to set the character's hit points.

Dual Class…: When updating a human character, this button appears.  It allows you to add another class to the character. Generally, the character must have 17 or higher scores in the prime requisites for the class he is adding.

PSPs:

Use the spin button to set the character's psionic strength points.

City

This button takes you to the City screen, which permits you to move directly to any part of the Enter Character program.


Subrace and racial abilities

Creating a character

If your character has a standard race (does not include subraces), you may purchase racial abilities. To purchase an ability, double left click on it in the left list box. To remove an already-selected ability, double left click on it in the right list.

The points available for these purchases appear to the right of "Points Left:" The cost of the abilities appear in parenthesis at the end of the ability's name. To see a summary of the ability, right click on it in the list box.

To change between standard races and subraces, use the drop down list box to the left of "Race:".

If you have already selected a subrace, your subrace abilities will already be purchased for you and added to the Chosen list. You can change to another subrace by left clicking on the arrow next to your race name and highlighting a different selection. The list of chosen abilities will also change. If you want to select your own racial abilities, you must choose a standard race (no subrace). Then highlight your selection in the Available abilities list by left clicking on it and then click the arrow pointing toward the Chosen list. To remove a chosen ability, highlight the item in the Chosen list and click on the arrow pointing toward the Available list.

Character points are deducted for each ability purchased. The cost of each ability is in parenthesis following the ability name.

Entering a character

Select the character race/subrace using the drop down list box right of the word "Race".

Select each applicable racial ability from the Available box and double left click on them to assign them to the character (move them to the Chosen box). The program does not check how many abilities you are choosing.  No cost is assessed for choosing an ability.

City

This button takes you to the City screen that permits you to move directly to any part of the Enter Character program.


Class Abilities

Creating a character

The abilities are chosen for the class in the box to the right of the word Class. If this is a multi-classed character, left click on the down arrow to select a different class. Do not exit this screen before you purchase class abilities for each class of a multi-classed character.

To purchase a class ability, highlight the desired ability in the Available list by left clicking on it and then click the arrow pointing toward the Chosen list. To remove a chosen ability, highlight the item in the Chosen list and click on the arrow pointing toward the Available list.

Character points are deducted for each ability purchased.

The cost of each ability is in parenthesis following the ability name. The number of points which may be used for ability purchases appears to the right of  "Points Left".

Priest and Wizard Characters

These characters have an additional selection to make on this screen.  Priests need to select their spheres of influence and wizards need to select their school of magic.  To do this, left click on the Sphere or School button on this screen.  Be aware that there is a point cost for selecting spheres and schools and these points are deducted from "Points Left:".

The program automatically selects default spheres and schools for characters.  This reduces the "Points Left:" which appear when you first see this screen.

Entering a character

Select the character's class(es) using the drop down list box right of the word "Class:".

Select each applicable class ability from the Available box and double left click on them to assign them to the character (move them to the Chosen box). The program does not check how many abilities you are choosing.  No cost is assessed for choosing an ability.

If the character has more than one class, be sure to choose abilities for each class.

City

This button takes you to the City screen that permits you to move directly to any part of the Enter Character program.


Method III

The program simulates rolling 3d6 six times and shows the total for each roll. You assign the scores to your character's six abilities however you want. This gives you the chance to custom-tailor your character, although you are not guaranteed high scores.

Press the Roll button to change the dice rolls on the right of the screen. When you have your desired roll, left click over any of the dice in the roll and drag them over any of the empty slots to the left. When the cursor no longer has an "X" over it release the mouse button and the dice will drop into place.

Press the Next button to proceed.


Method IV

The program simulates rolling 3d6 twelve times and shows all twelve totals. You choose six of these rolls (generally the six best rolls) and assign them to your character's abilities however you want. This combines the best of methods II and III, but takes somewhat longer.

Press the Roll button to change the dice rolls on the right of the screen. When you have your desired roll, left click over any of the dice in the roll and drag them over any of the empty slots to the left. When the cursor no longer has an "X" over it release the mouse button and the dice will drop into place.

Press the Next button to proceed.


Method V

The program simulates rolling four six-sided dice (4d6). It discards the lowest die and totals the remaining three. It repeats this five more times, allowing you to assign the six numbers to the character's abilities however you want. This is a fast method that gives you a good character, but you can still get low scores (after all, you could roll 1s on all four dice!).

Press the Roll button to change the dice rolls. When you have your desired roll, left click over any of the dice in a roll and drag the dice over any of the empty slots to the left. When the cursor no longer has an "X" over it release the mouse button and the dice will drop into place.

Press the Next button to proceed.


Method VI

This method can be used if you want to create a specific type of character. It does not guarantee that you will get the character you want, but it will improve your chances.

Each ability starts with a score of 8. The program then simulates rolling seven dice. These dice can be added to your character's abilities as you wish. All the points on a die must be added to the same ability score. For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to any ability, but no ability score can exceed 18 points. If you cannot make an 18 by exact count on the dice, you cannot have an 18 score.

Press the Roll button to change the dice rolls. When you have your desired roll, left click over any of the die and drag it over any of the empty slots to the left. When the cursor no longer has an "X" over it release the mouse button and the die will drop into place.

Press the Next button to proceed.


Method VII

Each player has 75 points to divide among a character's six ability scores. No score can be lower than 3, and none can be higher than 18. Also, all racial maximums and minimums must be observed. When all six abilities have numbers assigned, double-check the math by adding the ability scores together. They should total 75.

Each score begins set at 3, the lowest allowed number.  This means that 18 (3 x 6) of your 75 points have already been spent, leaving you with 57 to invest as you wish (Points Left).

Left click on the buttons next to the ability scores to increase or decrease the score until Points Left equals 0.

Press the Next button to proceed.


Method IX

A player rolls 2d6 to randomly determine the number of points that can be divided among his character's six abilities and the maximum score of each ability. No ability score can be lower than 3. The 2d6 result is found on the chart below.

Point Generation

2d6 roll	Points	Maximum

2	68	18

3	70	18

4	72	17

5	72	18

6	74	17

7	74	18

8	76	17

9	76	16

10	78	16

11	78	15

12	80	15

Left click on the buttons next to the ability scores to increase or decrease the score until Points Left equals 0.

Press the Next button to proceed.


Method VIII

Twenty-four d6 are divided among a character's six ability scores. Each ability score must have at least 3d6, but no more than 6d6, devoted to it. If the player desires a character with a high Strength, he could devote 4d6, 5d6, or even 6d6 to that ability. The dice are rolled for each ability, and the total of the three highest results become the score. Any and all other dice rolled for that ability are ignored.

To add dice to a score, left click over any of the dice under Rolls and drag it over any of the empty slots to the left. When the cursor no longer has an "X" over it release the mouse button and the die will drop into place.

Press the Roll button to change the dice rolls.

Press the Reset button to return the dice to their starting positions.

Press the Next button to proceed.


Method X

Players use character points to create their adventurer's statistics. A player divides 75 points among his PC's Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma scores. Fighters can purchase 10 points of exceptional Strength for each extra character point spent. For example, it costs 21 of the 75 character points to give a fighter an 18/30 Strength (18+3=21). Racial minimums and maximums must be observed.

Left click on the buttons next to the ability scores to increase or decrease the score until Points Left equals 0.

Press the Next button to proceed.


Player's choice

This method allows you to choose the type of character you want.  The program rolls normally for a character and then adjusts ability scores if they are not within valid ranges for the selected race and class.

Available races

To change the list of available races:

Press the All Races button. A new list, which includes custom races will become available. To see a list of standard races, press the Standard Races button.

After a race has been selected, a list of available character classes for this race will appear under Classes. Left click on your selection.

Press the Roll button to get roll new ability scores for the selected race and class.

Press the Next button to proceed.


Equipment

This screen allows you to purchase and manage (wear, ready, store, etc.) items. The upper portion of the screen deals with item purchase and management.  The bottom portion of the screen gives you summary character information and shows the affect your inventory management has on your character.

Acquiring Equipment:

Weapons, armor, and other equipment and items are displayed depending on which category appears in the Equipment Lists: box. To select a category, select the down arrow in the box below Equipment Lists: and highlight your choice. Note: items that may be used as weapons (such as torches) only appear if the weapons category is selected.

If the Buy/Sell button is selected, only equipment with a sales price will be displayed. If the Free button is displayed, all equipment will be shown (including magical items) and money will not be deducted when an item is taken. Note: items which have no monetary value (such as sling stones) only appear if Free is selected.

To purchase (Buy/Sell) or otherwise acquire (Free) an item, left click on it in the upper left list box. When an item in this list is highlighted, information about the item (including cost and weight) and a picture is displayed in the Summary of selected item: area. To have your character acquire that item, left click on the arrow pointing to the Character's Equipment: box (double left clicking will NOT acquire the item).

If the item is acquired while the Buy/Sell radio button is pressed, the cost of that item will be deducted from the character's spending money. Your character can only buy an item if there is sufficient money in the Spending Money section of the Character's Equipment: list box.  If your character has money stored or is carrying it in any fashion, you may need to move that money into the Spending Money section in order to be able to buy an item.

To return an item your character already has, select it in the Character's Equipment: list box and then left click on the left-pointing arrow. If Buy/Sell is selected, the item will be sold and your character will receive money for it. If Free is selected, the item will be returned without your character getting money for it.

Character Summary:

This is information about your character that may be useful in selecting equipment. If an item has a "+" before it, click on the item to expand it for more information.

Character's Equipment:

This is a list of everything your character owns. To add items to this list, select an item from the Equipment List and left click on it. Then click on the arrow pointing toward Character's Equipment. To move an item from one place to another in this list, left click on the item and drag it to the desired target. Note: only the money in Spending Money may be used to purchase equipment.

Character's Money:

The total of all money owned by the character.

Character's Combat Statistics:

This section shows the character's current movement rate, Armor Class, and readied weapon. If an item has a "+" by an information category, click on the item to expand it for more information.

When additional equipment is carried, weapons readied or armor worn, these statistics may change. Detailed information on THAC0, weapon damage, armor class, movement rate, encumbrance, and their modifiers are provided (when the "+" is clicked).

Cancel

Press this button to exit the screen without saving your changes.

Finish

Press this button to return to the City screen.


Treasure Tables

This window allows you to create and modify the tables used to randomly generate treasure.

New…

This button allows you to create a new treasure table.

Edit…

This button allows you to edit the treasure table selected in the list box above.

Restore

This button allows you to return the treasure table selected in the list box above to its original state (the way it was in the original database).

Delete

This button is only active for treasure tables you have created. It removes the treasure table selected in the list box above from the database.

View…

This button allows you to see the print preview for the treasure table selected in the list box above.

Copy…

This button allows you to make a copy of the treasure table selected in the list box above (excluding the name).  It allows you to quickly create a number of similar tables.

Print

This button allows you to make a printout of the treasure table selected in the list box above.

Cancel

This button returns you to the previous screen without saving your work.

OK

This button saves your work (new or edited treasure table) and returns you to the previous screen.

Show Tables

The three check boxes at the bottom right of the window allow you to determine if the Gem, Weapon, and Armor tables are included in the tables displayed in the scrolling list box. These tables are only displayed if their check box is selected (contains a check).


Treasure Table Editor

This widow allows you to create a new treasure table or edit an existing custom or copied treasure table.

Name box

The table's name is displayed in the box in the upper left of the window.  If this box is empty, you must enter a name in it to have a valid table.

Drop Down list box

The first step in creating or modifying a table is to use the drop down list box at the upper right of the window to select an item category.

Items in list box

The second step in creating or modifying a table is to select an item in the right list box.

<- Add

Once an item has been selected in the right list box, this button becomes active. Select this button to add the selected item to the treasure table.

Left list box

Items that are in the table appear in the left list box. When an item is added to the table, the program gives it a single chance of being selected when the table is used to generate treasure. To generate treasure, the program generates a random number that is between the lowest number to the left of the top item in the list and the highest number to the left of the bottom item in the list (inclusive).

Any item's chance of being selected may be modified by selecting that item in the left list box and using the Probability: spin button. The number by the spin button is compared with the largest number in the list box below to determine its chance of being included in the treasure generated by the table.  For example, if the number in the spin button is 1 and the largest number in the list box below is 20, the selected item's chance to be generated as treasure is 1 in 20. To increase an item's probability of being included in treasure generated by the table, increase the size of the number by the spin button.

When the probability spin button is used to increase an item's chance of being generated, the numbers of all items in the list box below the selected item are changed accordingly.

Remove

When an item is selected in the left list box, it may be removed from the treasure table by selecting the Remove button.

Special

When an item is selected in the left list box, this button becomes active. Use this button to set the number of the selected item to be included in a treasure. This button can also be used to assign special attributes to the item.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous window without saving your work.


Treasure Table

This screen allows you to generate treasure according to Table 84 of the Dungeon Master Guide. You may also edit and print this treasure, and save the generated treasure for use in encounters.

To generate treasure, use the spin buttons to select how many of each treasure type (A-Z) are included in the roll.

Roll

Left click on this button to generate treasure.  Treasure will be generated if at least one of the Lair or Individual treasure types has a number greater than 0. When generated, treasure items appear in the large list box.

To receive information on any treasure item, move the cursor over it and right click.

Accumulate Rolls

When this box is checked, the results of each treasure roll are added to the existing treasure.  When this box is not checked, the results of each treasure roll replace the existing treasure.

Platinum and Electrum

Use these radio buttons to choose whether platinum or electrum coins will be used in the treasure.

Reset

Use this button to clear the treasure list box and reset the number for each treasure type to 0.

Calculate

Once a treasure is generated, use this button to have the program calculate its GP and XP value and provide additional summary information.  This information appears in the scrolling list box to the left of this button.

Edit

This button takes you to a screen where you may edit the current treasure by adding items to it and removing items from it.

Print

This button permits you to make a printout of the current treasure.

Save…

Once a treasure is generated, use this button to save it as a treasure bundle.  Treasure bundles may be edited and assigned to encounters.

Close

Selecting this button returns you to the Custom Database screen.


Monsters

This screen allows you to create custom monsters.

Monster Types

The upper left area of the screen shows the Monster Types information.  Each monster is based on a monster type. There may be more than one monster for a monster type.

The Options drop down list box allows you to select which monster types are shown in the scrolling list box below it. The monster type categories are Standard (monsters which shipped with the program), Custom (monsters which have been added to the program database), and All (Standard and Custom monsters).

Between the Options drop down list box and its associated scrolling list box is the Search box. The Search box allows you to quickly locate a monster by typing its name in the box.

If a match is found, the program will automatically select that monster in the scrolling list box.  Otherwise, it will select the monster whose name is closest to the one entered.

When a monster is selected in the scrolling list box, its picture appears in the upper right of the screen.

New…

Left clicking on this button will allow you to create a new monster type.

Edit…

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button will allow you to change information for the selected Custom monster type.  You will not be able to edit Standard monster types.

Remove

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button deletes the selected Custom monster type from the database.  You will not be able to remove Standard monster types.

Monsters

The lower left of the screen manages the Monsters for the various monster types. The Options drop down list box provides the same filters for Monsters as the similar box at the top of the screen provides for Monster Types: All, Standard, and Custom.

New…

This button allows you to create a new monster for the selected monster type in the upper (Monster Types) scrolling list box.

Edit…

This button allows you to access and change the information for the selected custom monster in the Monsters scrolling list box. You will note be able to edit a Standard monster.

Copy…

This button brings up an exact copy (excluding the name) of the selected monster in the Monsters scrolling list box.  This option is useful to quickly make a number of similar encounters.

Remove

Selecting this button deletes the currently selected custom monster from the database.

Monster Picture

The upper right of the screen contains a frame that displays the picture for the currently selected monster.

Next image

If the currently selected monster has more than one picture available, this button is active and may be used to display the different pictures.

Full Screen…

This button permits you to display a full-screen image of the selected monster. It may be used by DMs to show players what a monster looks like.  The monster's name is not displayed.

View…

This allows you to see a print preview of the printout for the currently selected monster.

Print…

This allows you to printout the information for the currently selected monster.

Close

This button returns you to the Custom Database screen.


Treasure Table Entry Details

This window allows you to specify how many of the selected item appear each time it is placed in a treasure by the table, assign it a chance to be intelligent, and specify other items it contains.

Entry Name:

This is the name of the currently selected item to which the adjustments made on this window will apply.

Probability:

This is the number of chances the currently selected item has to be generated by the table. You may change the number in this box to change its probability.

Number Found

These boxes define how many of the item will be included in the treasure. This number is expressed as a modified dice roll where the number of dice rolled is displayed in the first box, the size (sides) of dice is displayed in the second (d) box, and the modifier to the dice roll is displayed in the third (+) box. You may enter numbers directly into these boxes.

Chance Intelligent:

The number in this box is the item's percentage chance of being intelligent.  You may enter a number into this box.

Random Contents

This section allows you to set the current item to contain other items based on other treasure tables.  You may also set the range for how many of these items will appear.

Drop down list boxes

You may use none, one, or both of these drop down list boxes to select treasure tables. If a table is selected, the program will include the randomly generated item(s) from that table whenever the currently selected item appears in a treasure (generated by the current table).

Number found:

These are directly tied to the table in the drop down list box to their left. These boxes define how many of the item will be included in the treasure. This number is expressed as a modified dice roll where the number of dice rolled is displayed in the first box, the size (sides) of dice is displayed in the second (d) box, and the modifier to the dice roll is displayed in the third (+) box. You may enter numbers directly into these boxes.

Always contains

This section allows you to specify items that are always contained by the currently selected item when it is generated by the current table.

To do this, select an item category using the drop down list box on the right. When this is done, the items contained in that category are displayed in the right scrolling list box. To have an item contained by the currently selected item, select that item in the right scrolling list box and then select the <-Add button.

This causes that item to also be displayed in the left list box.  The items in this list box are the ones which will be contained by the current item when it is generated as treasure.  To remove an item from the left list box, select it and then select the Remove button.

Spells

Select this button to place spells on the currently selected item.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous window without saving your work.


Monsters

This screen allows you to define New monsters and Edit existing Custom monsters or Copies of Standard monsters.

Name:

This box contains the monster's name.  When creating a New monster or Copying an existing monster, enter its name in this box.

Select Climate and Terrain…

This button brings up a window where you can specify the climate and terrain this monster frequents.

Select Treasure Types…

This button brings up a window where you can assign treasure types to this monster.

Frequency

This section allows you to specify the likelihood of encountering this monster. Choose the radio button which best describes this monster's chance of being encountered. If the Other radio button is selected, use the edit box at the bottom of the section to enter the percentage chance of an encounter.

Organization

Use this drop down list box to select the term which best describes a group of these monsters.

Activity Cycle

Use this drop down list box to select at what time during a 24 hour cycle this monster is most likely to be active.

Diet

Use this drop down list box to define this monster's feeding habits.

Intelligence

Use this drop down list box to select the monster's Intelligence category.

Alignment

Use this drop down list box to assign an alignment to this monster.

Number appearing

Use the edit boxes in this section to set the range for the numbers of this monster which normally appear.  Use the Fewest: box to set the number for the bottom end of the range and the Greatest: box to set the number for the high end. If the same number of monsters always appears, put that number in both boxes (example, if one monster always appears, put 1 in both boxes).

Armor Class…

Select this button to access a screen which allows you to specify the monster's armor class(es).

Movement Rate(s)…

Select this button to access a window taht allows you to specify the monster's movement rate(s).

Hit Dice

Enter the information for the monster's Hit Dice into these boxes.  Enter the number of Hit Dice into the first box.  Enter the size (sides) of the Hit Dice in the second (d) box.  This is normally 8. Enter modifiers to the hit dice into the third (+) box.

THAC0:

Enter the monster's number To Hit Armor Class 0 into this box.  THAC0 is normally determined by the monster's hit dice.

Attacks

Select this button to access a screen where you can specify detailed information on the monster's attacks.

Suggest XP Value ->

Select this button to have the program place a recommended experience point (XP) value for this monster in the box to the right. Note: this button should only be pressed after all information has been entered or selected for the monster.

Type:

This box shows which filter was used for the Monster Type for this monster: All, Custom, or Standard.

Magic Resistance

If this monster has magic resistance, enter its magic resistance number in this box.  This number is its base chance (as a percent) to not be affected by magic.

Size

Use the check boxes below to specify the monster's size. Note that more than one size may be chosen.

Morale

Use the edit boxes below to specify the monster's morale range.  Place the number for the high end of the range in the upper box and for the low end of the range in the lower box.  If you want the monster to have a single morale number, enter that number in both boxes.

XP Value:

This is the experience point value for this monster.  This is typically the number of experience points a character receives for slaying the monster.  You may enter the XP value in this box. You may use the Suggest XP Value -> button to have the program place a recommended value in this box.  You may edit this recommended value.

Select Type

Use this button to change the Monster Type associated with this monster.

Special Defenses…

Use this button to specify the monster's special defenses.

Enter Appearance…

Use this button to enter a text description of the monster's appearance.

Combat…

Use this button to enter a text description of the monster's combat capabilities.

Enter Habitat/Society…

Use this button to enter a text description of the monster's habitat and society.

Enter Ecology…

Use this button to enter a text description of the monster's ecology.

Enter Variants…

Use this button to enter a text description of the variants on this monster.

Spells…

Use this button to enter a text description of the spells this monster knows.

Inventory…

Use this button to add or delete items to the monster's inventory.

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Tables

This window allows you to have the program generate table results.  To do this, use the Books drop down list box to select the book which contains the desired table, then select that table in the Tables list box, and then select the Roll button. A new screen will appear with the result.

Close

Selecting this button returns you to the DM Toolkit screen.


Table Roll Results

The roll results from the selected table appear on this screen. To get new results, click the ReRoll button. To exit the screen, click the Close button.


Monster Attack

This window permits you to create a new special attack for use by a monster.

Name

Enter the attack's name in the box at the top of the menu.

Damage:

Use the edit boxes to the right to enter the damage range for this attack. This range is expressed as a dice roll where the first box defines the number of dice to be rolled the second (d) box specifies the size (sides) of the dice to be rolled and the third box (+) contains a modifier to the number rolled on the dice.

Must make a to hit roll

Use this drop down list box to define what the attacker must roll in order to hit a target with this attack. Note if Automatically Hits is chosen, no hit roll is required.

Special

Use this box to enter special information about the attack.

Bonus Hit

If the attack receives a bonus to hit, enter the bonus number in this box.

Area of Effect

Use the drop down list box to define the attack's area of effect. Use the edit boxes below to define the attack's shape, range, or targets effected by it. The labels by the edit boxes may change, depending on the area of effect selected.

If it is a Single Target, enter the attacks maximum range in the Range: edit box. If the attack is a Beam, use the edit boxes to define its Range:, Width:, and Length:. If the attack is a Circle, use the edit boxes to define its Range: and Diameter:. If the attack is a Cone, use the edit boxes to define its Range:, Start Width:, End Width:, and Length:. If the attack is Rectangle, use the edit boxes to define its Range:, Width:, and Length:.

Saving Throws

Use this section to define how saving throws operate vs. this attack.

Save

Use this drop down list box to select the type of saving throw that applies to this attack.

modified by

Enter the modification to the saving throw in this box. A positive number indicates a saving throw bonus and a negative number indicates a penalty.

to gain

Use this drop down list box to indicate the effect of a successful saving throw.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous window without saving your work


Monster Attacks

Use this window to define the monster's attacks.

Attacks:

This list displays the attacks from the Possible list which have been assigned to this monster. To assign an attack, select it in the Possible list and select the <- Add button.

Possible

This list contains the attacks which have not been assigned to this monster. To return an attack, select it in the Attacks: list and select the Remove button.

No. of Attacks:

Enter the number of attacks the monster gets a round in this box.

Damage/Attack

Enter the damage range for each attack in this box.  Where the monster has more than one attack, the damage for each should be separated by a slash (/).

Special Attacks:

If the monster has special attacks, not otherwise covered or explained by the options on this screen, enter that information in this box.

Special Defenses:

If the monster has special defenses which are not adequately covered by the Special Defenses window accessed by the Special Defenses button on the previous window, enter that information here.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous window without saving your work.


Description Box

Enter the description for the currently selected item in this box.

OK

Selecting this button saves your work and returns you to the previous screen.

Cancel

Selecting this button returns you to the previous screen without saving your work.


Terrain and Climate

Use this window to specify the terrain and climates which the monster inhabits or where the encounter can occur.

Select Category (Custom Option Available)

Use this drop down list box to select the terrain and climates where this monster is encountered/encounter can occur. The default, Any, allows the monster/encounter to be anywhere, including in the air and the depths of the oceans.

Unless the ~Custom option is chosen in the list box (scroll up), a shaded check box will appear next to the selected terrain and climates. When the ~Custom option is chosen, you must manually check the boxes which apply.

Clear All

This button is only active when ~Custom is chosen. Selecting this button sets the window so that no boxes are checked.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous menu without saving your work.


Movement

Use this menu to assign movement types are rates to the monster. A 0 in a box indicates that movement type is not available to that monster.

Movement Rate (On Land)

Enter the monster's normal land movement rate in this box (for a human, this number is 12).

Flying

Enter the monster's normal flying movement rate in this box (for an owl, this number is 27). If a number is entered in this box, choose a Maneuverability Class using the drop down list box to the right. A means the monster is the most maneuverable and E means the monster is the least maneuverable.

Swimming

Enter the monster's normal swimming movement rate in this box (for a piranha, this number is 9).

Burrowing

Enter the monster's normal burrowing movement rate in this box (for a badger, this number is 3).

Climbing

Enter the monster's normal climbing rate in this box (for a monkey spider, this number is 18).

Web

Enter this monster's normal movement rate across webs in this box (for a large spider, this number is a 15).

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Treasure

This screen allows you to specify treasure types for the template or monster.  The program will generate treasure per your specifications in accordance with Table 84 of the Dungeon Master Guide.

To add a treasure type to the template, use the spin button for that type to set it to a number greater than 0.  The program will generate that treasure type as many times as the spin button specifies.  You may specify as many types as you like.

The spin buttons on the left are intended to provide Lair treasure types.  The spin buttons to the right are intended to provide individual treasure types.

Lair

When assigning treasure to a monster (not template) select this radio button to specify lair treasure.

Individual

When assigning treasure to a monster (not template) select this radio button to specify individual treasure.

Close

Select this button to save your work and return to the previous screen.


Special Defenses

This window allows you to assign special defenses to this monster. To assign a defense named on the upper screen, check its check box.

Defense Description

Use this edit box to enter a text description of this monster's other defense(s).

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous window without saving your work.


Monster Type Selection

This menu allows you to select a different monster type for the current monster, encounter or template. The top box contains the name of the currently selected monster type.  The scrolling list box contains all available monster types.  To select a different monster type, left click on that monster's name in the scrolling list box.

Close

Returns you to the previous screen.


Encounters

This window allows you to define this encounter.

Encounter Template:

This window contains the name of the template used to create this encounter.

Assign Type…

Selecting this button takes you to a menu where you may choose a different monster type for this encounter.

Name:

This window contains the name of this encounter.  For this encounter to be valid, a name MUST be entered in this window.  Aside from entering the name, the program will generate a valid encounter, based on the template, automatically.

Monster and Nonplayer Character Information

This section allows you to manage the monsters and NPCs appearing in the encounter and provides summary information on them.

Monsters and Nonplayer Characters in this Encounter

This upper list box contains the name and number appearing of each NPC and monster type in the encounter.

The lower list box contains summary information on each monster type appearing in the encounter as follows: name, intelligence, alignment, armor class, hit dice, hit points for each monster (when more than one monster has the same number of hit points, this is shown by as #x#. The first number is the number of monsters who have that many hit points. The second number is the number of hit points), To Hit Armor Class 0, number of attacks per round, damage per attack, monster size, monster morale level, and experience points per monster.

Add…

Selecting this button allows you to add a new monster to the encounter.

Add NPC…

Selecting this button takes you to the NPC screen where you can one or more NPCs to the encounter by selecting them in the left list box, using the Add spin button to specify how many are to be added, and then selecting the Close button. Note: you must have created or imported an NPC before it is available to be added.

Edit…

This button allows you to change the number appearing for the selected monster in the left list box.

Delete

This button allows you to remove the monster selected in the left list box from the encounter.

Encounter Totals

The section provides summary information about the gold and experience point totals of the encounter.

Gold Value

The number in this box is the total gold value of all treasure in the encounter.

Monster XP

The number in this box is the total experience point value of all monsters in the encounter.

Treasure XP

The number in this box is the total experience point value of all treasure in the encounter.

Additional Information

The buttons in this section bring up windows that provide additional information on the encounter and permit you to further modify the encounter.

Treasure…

Selecting this button takes you to the roll treasure screen which displays this encounters treasure. You may use the Edit button on this screen to change the treasure.  You may also use the spin buttons on this screen to add treasure to the encounter.

Traps…

Selecting this button takes you to a window where you can view the traps assigned to this encounter, edit those traps, and/or add new traps.

Items…

Selecting this button takes you to a screen where you can view the items included in this encounter and selectively add or delete items from the encounter. This functions the same as using the Treasure button and then choosing the Edit button.  The Treasure button also allows you to have the program generate treasure for the encounter in accordance with Table 84 of the Dungeon Master Guide.

Description…

Selecting this button takes you to a menu where you can enter a text description for this encounter.

View

Selecting this button allows you to view the print preview of the material that may be printed out for this encounter.

OK

Selecting this button saves your work and returns you to the previous screen.

Cancel

Selecting this button returns you to the previous screen without saving your work.


Encounter Template

This screen allows you to create new encounters and edit existing ones.

Encounter Template Name:

This box displays the current encounter's name. When making a new encounter or copying an existing encounter, you must type the encounter's name in this box.

Monsters…

Selecting this button takes you to a screen where you may add monsters to the encounter and edit the properties of monsters in the encounter.

Treasure Types…

Selecting this button takes you to a screen where you may assign treasure types to the template. The program will then randomly generate treasure in accordance with these types as per Table 84 in the Dungeon Master Guide.

Traps…

Selecting this button takes you to a window where you can add traps to the template.

Items…

Selecting this button takes you to a window where you can add items that contain money and may be escorted to this template. This button, and every thing that stems from it is included because orcs sometimes escort carts.

Monster Type…

Selecting this button takes you to a menu where you can select a different monster type for this template.

Description…

Selecting this button takes you to a menu where you can enter a text description of this template.

2-20 Encounter Table Information

Selecting this button takes you to a menu where you can specify information for the 2-20 encounter table filters such as lair and/or wandering encounter, frequency, climate and terrain, and number of hit dice.

OK

Selecting this button saves your work and returns you to the previous screen.

Cancel

Selecting this button returns you to the previous screen without saving your work.


Treasure Bundle Editor

This screen allows you to add items to and remove items from treasure bundle and monsters.

To add an item, first select an item category using the drop down list box at the top right of the screen.  Once a category is selected, the items in that category appear in the right list box.

Edit Scrolls

This button allows you to change the spells contained on the selected scroll.  To do this, select an existing scroll from the list on the left and then select this button.  This will bring up a dialog that allows you to add and subtract spells from the scroll.

ADD

To add an item, select that item in the right list box and then select the Add arrow.

To remove an item, select that item in the left list box and then select the Remove arrow.

Close

Left clicking on this button returns you to the previous screen.


Monsters for the Encounter

This menu allows you to add additional monsters to the current encounter.

Monster Types

Use the drop down list box to select All, Standard, or Custom monster types.  Then use the scrolling list box to select the specific monster type for the new monster to be added.

Select Monster to add to this Encounter

Use the drop down list box to select All, Standard, or Custom monster.  Then use the scrolling list box to select the specific new monster to be added.

Hit Points

This section permits you to the hit points for the monsters you are adding to the encounter.

Monsters

Use this spin button to determine how many monsters will have the number of hit points appearing in the Hit Points box.

Hit Points

Use this spin buttons to assign hit points to that number of monsters which appears in the Monsters box.

Unassigned Monsters

The program will randomly generate hit points for the number of monsters that appear in this box.  The hit point range is dependent on the database information for the monster. Number of hit points assigned the monsters appears in the list box.

Re-roll

Selecting this button causes the program to replace the hit points generated for the Unassigned Monsters with a new set of randomly generated hit points.

Number of Monsters

This spin button allows you to specify how many of the monsters selected in the left list box will be added to the encounter.

Create New Monsters…

Selecting this button takes you to the Monsters screen where you can create a new, custom monster and later add it to this encounter.

OK

Selecting this button saves your work and returns you to the previous screen.

Cancel

Selecting this button returns you to the previous screen without saving your work.


Monster Type

Name of Type

This box contains the name of the Monster Type.  When creating a New monster type or Copying an existing monster type, enter the name of the Monster Type in this box.

Bitmap

Use the browse button to locate the picture (bitmap) for this monster.  Once you find the picture, select it and then select the Open button.

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Traps

Use this menu to add traps to an encounter, to create new traps, or to edit existing traps. Note that there are only three Standard traps (Deadfall, Large Crossbows, and "Trap A").

Options

Use this drop down menu to select Standard traps, Custom traps (ones you have created or imported), or All traps (both Standard and Custom).

Traps Available

This list box displays all traps currently in the database as specified by the Options filter.

Traps included with the current encounter

This list box displays all traps that have been assigned to this encounter.

Add Trap to this encounter

This button is only active when a trap is selected in the Traps Available box. Clicking on this button will add the selected trap to the encounter.

Remove trap from this encounter

Selecting this button will remove the trap selected in the Traps included with this encounter box from the encounter.

New…

Select this button to create a new, custom trap.

Edit…

Select this button to edit the custom trap selected in the Traps Available list box.

Copy…

Select this button to access an editable copy of the selected trap.  You may save this copy under a different name as a custom trap.  This button allows you to quickly create a number of similar traps.

Delete

Selecting this button deletes the currently selected trap.

Close

Selecting this button saves your work and returns you to the previous menu.


Trap Detail

This menu contains a number of edit boxes that permit you to enter information on the current trap.

Trap Name

This box contains the trap's name.

Location

This box contains a description of where the trap is located.

Damage

This box contains information on how much damage the trap will do. This is typically entered as a number of dice with an optional modifier (example: 3d6+1).

Detection Modifier

This box specifies any modifier to the normal Detect Traps die roll.

Number of Characters Trapped

This box specifies how may characters will be affected by the trap. Examples are one, two to three, and all.

Saving Throw to Avoid the Trap

The box specifies what type of Saving Throw a character must make to avoid taking damage from the trap. Information such as Save vs Wands for half damage may also be included.

Special Effects

This box contains additional information on the trap such as area of effect and unusual effects (character stunned for one to three rounds for example).

OK

Selecting this button saves your work and returns you to the previous menu.

Cancel

Selecting this button returns you to the previous menu without saving your work.


List of Treasure Bundles

Saved Treasure Bundles

The available treasure bundles appear in this list box.

New…

Selecting this button takes you to the Roll Treasure screen where you can create new treasure bundles.

Edit…

This button is active when a treasure bundle is selected in the list box.  It takes you to a screen where you may add items to the bundle and remove items from it.

Copy…

This button is active when a treasure bundle is selected in the list box. It provides you with an exact copy of the selected bundle, excluding the name.  This button permits you to make similar treasure bundles.  Each must be saved with a different name.

Delete

This button is active when a treasure bundle is selected in the list box. Use of this button removes the currently selected treasure bundle from the database.

Import…

This button allows you to add a treasure bundle which had been exported from a different database into your database.

Export…

This button is active when a treasure bundle is selected in the list box. It places the currently selected bundle into a file that may be imported into a different database.

Print…

This button is active when a treasure bundle is selected in the list box. It permits you to make a printout of the currently selected treasure bundle.

Close

Selecting this button returns you to the previous screen.


Monsters for this Encounter Template

This menu allows you to add additional monsters to the current template.

Monster Types

Use the drop down list box to select All, Standard, or Custom monster types.  Then use the scrolling list box to select the specific monster type for the new monster to be added.

Select Monster to add to this Encounter

Use the drop down list box to select All, Standard, or Custom monster.  Then use the scrolling list box to select the specific new monster to be added.

Add this monster to the encounter

The name of the currently selected monster is displayed in this box.

Create New Monsters…

Selecting this button takes you to the Monster screen where you can create a new custom monster which can later be added to this template.

OK

Selecting this button saves your work and returns you to the previous screen.

Cancel

Selecting this button returns you to the previous screen.


List of Monsters which are part of an Encounter Template

This screen allows you to add and delete monsters from the template and to edit certain information about the monsters for the template.

Monster associate with this Encounter Template

This box displays all monsters included in the current encounter template.

Add…

This button allows you to add monsters to the current encounter template.

Properties…

This button allows you to specify certain information for the monster selected in the list box.

Delete…

Selecting this button deletes the monster selected in the list box from the current encounter template.

Close

Selecting this button saves your work and returns you to the previous window.


Monster Properties for Encounter Templates

This window allows you to specify the conditions under which the selected monster appears in the encounter. It also allows you to specify conditions under which other monsters appear.  Read the information on this window carefully as the options you are presented depend on the decisions you make in this window.

There is a

This spin button allows you to specify the chance the current monster will appear in the encounter. If the number in the box is 100, the monster (randomly selected from the list box below) will always appear as long as any dependent conditions are met.

Dependent on the following

This check box allows you to make the monster's (randomly selected from list box below) appearance dependent on some other factor.  If this check box is checked, the monster will only appear if the conditions are met. Dependencies are normally used to add monsters such as chiefs, bodyguards, etc. to an encounter.

for every

This box only appears if the Dependent box is checked. The number in this box is the number of other monsters (above those specified in the beyond box) which must appear for the monster (randomly selected from the list box below) to appear in the encounter. If the number in this box is 0, the current monster will only appear once (times the number in the edit boxes below).

Monster or Monster Type…

Selecting this button takes you to a window where you can add more monsters to the encounter template. Use this window to specify the monster that must appear in the specified number for the current monster (shown in the list box below) to appear.

beyond

The number in this edit box is the base number of monsters selected by the Monster or Monster Type… button which must be exceeded by the for every number for the current monster (shown in the list box below) to appear.

randomly selected from the following list

The four edit boxes specify how many of the monsters contained in the list box will be added to the encounter. The first box contains the number of dice to be used in determining how many monsters will appear. The second box (right of d) contains the size (sides) of the dice.

The third box (right of x) determines how many times these dice will be rolled. The fourth box (right of +) contains the number to be added to the result of the dice roll.  The default for this is one monster represented as 1d1x1+0. When more than one monster is displayed in the list box, the monsters added to the encounter will be randomly selected from those displayed in the list box.

List box

This box displays the names of the monsters which may appear in the encounter due to the way the properties are set for the monster selected in the previous window.

Add

Use this button to add additional monsters to the list box.

Remove

Use this button to remove the monster selected in the list box.

Drop down list box

When the word appear is displayed, only the monster(s) appearing in the list box will be added to the encounter as a result of the property settings.  When either the word and or or is displayed, options appear in the lower section of the window which allow you to specify additional monsters for the encounter.

When the word and is displayed, the monster specified below will appear in addition to the monster(s) selected from the list box. When the word or appears, either the monster specified below or the monster(s) from the list box will appear.

and/or monster selection

When and or or is selected in the above drop down list box, this section appears. It contains four edit boxes which allow you to specify how many monsters will appear as explained above. The box contains the name of the monster to be added.  The Monster… button allows you to select this monster.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous menu without saving your work.


More Monsters for the Encounter Template

This window allows you to add monsters to the encounter template or specify which monsters must appear for an item to be included based on property adjustments.

Monster Types

Use the Options drop down list box to select All, Standard, or Custom monster types.  Then use the scrolling list box to select the specific monster type for the new monster.

Lower list box

Use the Options drop down list box to select All, Standard, or Custom monster.  Then use the scrolling list box to select the specific new monster.

Select Type instead of Monster

If you reached this menu by selecting the Monster or Monster Types button, this check box is displayed. It allows you to specify if you want to add a Monster or a Monster Type. Check this box if you want to add a Monster Type, instead of a Monster, to the encounter template.

Name box

The name of the Monster or Monster Type to be included in the template is displayed in the box. If a Monster is being added, the box is in the left middle of the window. If a monster type is being added, the box is in the upper left of the window.

Create New Monsters…

Selecting this button takes you to the Monster screen where you can create a new custom monster that can later be added to this template.

OK

Selecting this button saves your work and returns you to the previous screen.

Cancel

Selecting this button returns you to the previous screen.


Nonweapon Proficiencies

Creating a character

The default proficiency group is General. To change this, click the down arrow in the box at the top left of the screen and click on your choice. A new list will appear. In addition to General, there is a group for each class.

Some non-weapon proficiencies (NWPs) appear in more than one group. It is least expensive to purchase NWPs  from either General or the character's class group (a thief would want to purchase Blind Fighting from the Rogue group instead of the Warrior group).

To acquire a proficiency for your character, double left click on it in the box on the left and it will be moved to the box on the right.  The "Points Left:" number will change to reflect the cost of acquiring that proficiency.

To remove a selected proficiency, double left click on it in the box on the right.

Pressing the Languages button will bring you to a new screen where you can select  languages for your character. Note: you will only be able to select languages if you have the Modern Languages, Ancient Languages, and/or Reading/Writing proficiencies. The number of times you purchase these proficiencies is the number of languages you can select.

Core Rules Characters:

These characters may choose to use Secondary Skills instead of Non-weapon Proficiencies.  To do this, select the Secondary Skills radio button and then select the Roll button.

Once Secondary Skills have been selected and rolled, you may add additional skills by double left clicking on them in the box on the left.

Player's Option Characters:

These characters may take traits and disadvantages in addition to non-weapon proficiencies (NWPs).

Character points are deducted when a NWP or trait is taken or a disadvantage returned.  Points are added when a disadvantage is taken or a NWP or trait returned. This total is shown as Points Left. Some NWPs cannot be purchased with points that are derived from the character's intelligence.  Characters are not supposed to take more than 15 points worth of disadvantages.

Updating a character

Select proficiencies as you would to create a character.  There is a cost for this, but you may override the program and take a proficiency, even if you do not have enough character points to purchase it.

You may use the Level button on the "Name" screen to access the Level screen where you can give your character additional character points.

Entering a character

Double left click on a proficiency, trait, or disadvantage to give it to the character.  No character points are added or subtracted for this.

City

This button takes you to the City screen that permits you to move directly to any part of the Enter Character program.


Weapon Proficiencies

Creating a character

This screen permits you to purchase weapon proficiencies for your character.

To specialize in a weapon or, for Player's Option characters, unarmed combat or to select a weapon of choice, expertise or mastery, press the button next to Specialization. This will take you to a new screen. Note: Core Rules characters may only specialize if they are single class fighters (not warriors).

Character points (or slots) are deducted when a proficiency is taken. This total is shown as Points Left.

The top, right scroll box contains character information to help in your selection of equipment. If an item has a "+" before it, click on the item to expand it for more information.

When an item is highlighted in a list box, information on that items appears in the Summary box below it.

Core Rules Characters:

To purchase a weapon proficiency, double left click on the desired weapon in the upper left list box.  Single left clicking on a weapon causes information on it to appear in the Summary box below that weapon.

It costs one slot to purchase a weapon proficiency.  The number of slots remaining is shown at the bottom of the screen to the right of "Slots Left".

To return a proficiency which has been purchased, double left click on it in the upper, middle list box.

Single class fighters may specialize in a weapon for which they have purchased a proficiency.  To do this, left click on the Specialization … button.

Player's Option Characters:

When "Weapon Proficiencies" is selected in the Selections list box, individual weapon proficiencies will be listed below it. Warriors (fighters, paladins, and rangers) can purchase group weapon proficiencies. To see a list of Tight Group or Broad Group proficiencies, click the down arrow below Selections and click on the item desired.

To add a proficiency to your character, highlight the item by left clicking on it and then left click on the arrow pointing to Your Character (or double left click on the proficiency).

Player's Option characters may add an armor or shield proficiency. To do this press the button next to Armor and Shield. This will take you to a new screen.

Characters who take certain kits or purchase certain abilities may receive a bonus with a weapon of their choice.  When this occurs, a Focus button appears at the lower right of this screen. Selecting this button will bring up a popup that allows that weapon to be chosen.

Updating a character

Select proficiencies as you would to create a character.  There is a cost for this, but you may override the program and take a proficiency, even if you do not have enough character points to purchase it.

You may use the Level button on the "Name" screen to access the Level screen where you can give your character additional character points.

Entering a character

Select the desired weapon proficiency from the upper left scrolling list box and double left click on it. There is no cost for the proficiencies; otherwise the screen operates as it does for creating a character.

City

This button takes you to the City screen, which permits you to move directly to any part of the Enter Character program.


Adding Items to an Encounter Template

This window allows you to specify under what conditions the item appears, how much money the item contains, and gives access to a menu where you can assign an escort to the item.

There is a

Use this spin button to set the chance the item will appear in the encounter. If the number is set to 100, the item will always appear, unless you make it dependent on something by placing a check in the Dependent on the following check box.

(Number of Items)

The number of items which will appear is dependent on these four edit boxes. The number is determined by the number and size of dice rolled, the times the dice are rolled, and any additional modifier.  The first box contains the number of dice to be rolled. The second box (d) contains the size (sides) of the dice to be rolled. The third number (x) sets the number of times the dice will be rolled. The fourth (+) contains any modifiers to be added to the number generated by the dice roll(s).

Name box

The item which will appear in the encounter is displayed in the box below the Number of Items boxes.

containing

These boxes determine how many coins will be contained in the item(s) in the same manner as Number of Items above. The default is 1 platinum piece (pp). If you don't want any coins included, set any one of the first three boxes to 0. Use the drop down list box next to appear to set the type of coin to be contained.

Dependent on the following

Checking this check box make the item's appearance dependent on conditions which appear below.

for every

Use this box to enter the number of monsters that must appear for the item to be included in the encounter.

Monster or Monster Type…

Use this button to specify the monster or monster type which have to appear for the item to be included in the encounter.

beyond

The number in this box is the base number of monsters which must be exceeded by the number in the for every box before the item will appear.  In effect, it increases the monsters which must appear before the item will be included in the encounter.

Monsters…

Use this button to provide an escort for the item.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous window without saving your work.


Monsters escorting an Item in an encounter

This screen allows you to add monsters to the encounter to escort items

These monsters appear if the previous Item(s) appear…

This section allows you to specify monsters that always appear if the item from the previous window is included in the encounter.

List box

This list box displays the escorting monsters.

Add…

This button allows you to add monsters to the escort.

Delete

This button deletes the selected monster from the escort.

For each Item…

This section allows you to specify an escort for each time the item from the previous window appears.

List box

This list box displays the escorting monsters. These number of monsters which will appear is these monsters times the number of times the item appears.

Add…

This button allows you to add monsters to the escort.

Delete

This button deletes the selected monster from the escort.

Double the number of these monsters

This section allows you to specify the escorting monsters whose number will be doubled if the item from the previous window appears in the encounter.

List box

This list box displays the escorting monsters.

Add…

This button allows you to add monsters to the escort.

Delete

This button deletes the selected monster from the escort.

OK

Selecting this button saves your word and returns you to the previous window.

Cancel

Selecting this button returns you to the previous window without saving your work.


Select an Item to add to this Encounter Template

Use this window to add items to the current encounter template.

Use the drop down list box to select the group that contains the desired item and then select the item from the scrolling list box.

Add this Item to the Encounter Template

This box will displays the name of the item selected in the scrolling list box.  It will be added to the encounter template when the OK button is selected.

OK

Selecting this button saves your work and returns you to the previous menu.

Cancel

Selecting this button returns you to the previous screen without saving your work.


List of Items which are part of an Encounter Template

Use this window to add or remove items that contain money to the encounter template. By default, all items added through this window contain one platinum piece unless you use the Properties… button to change this.

Items associated with this Encounter Template.

The list of items assigned to the current template is displayed here.

Add…

Use this button to add items to the template.

Properties…

Use this button to specify under which conditions the item selected in the list box will appear.

Delete…

Use this button to remove the currently selected item from the template.

Close

Select this button to save your work and return to the previous window.


Select an Encounter Template

Use this screen to select the template for this encounter.

Current Monster Type

The box contains the name of the currently selected monster type.  This encounter will be tied to this monster type.

List of Encounter Templates for the current Monster Type

This list box contains the names of all encounters that exist for this monster type. To create an encounter, you must first select a template from this list.

Create an Encounter…

This button is active when an encounter template is selected in the list box.  Select this button to create an encounter using the selected template.

Select a different Monster Type

Selecting this button will take you to the Encounter Templates screen where you may choose a different template for the encounter.  To do this from that screen, select the template from the lower list box and then select the New button.

Sort options

The selected radio button determines which encounters may be created. Templates and NPCs provides access to all encounters.  Templates Only provides access to monster encounters only.  NPCs Only provides access to NPC encounters only.

Cancel

Selecting this button returns you to the previous screen without saving your work.


Monster Armor Class

Use this menu to assign the monster an armor class (AC).  Up to five different armor classes may be assigned. If more than one AC is assigned, a description explaining which parts of the monster have each AC, should be entered for each AC. The program will use the first (top) AC as the basis for the monster's overall armor class.

AC

Use the drop down list boxes to choose the armor class(es).

Description

Where more than one AC is chosen, enter a description for each AC explaining which parts the monster each applies to.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous menu without saving your work.


2 – 20 Encounter Tables

This screen allows you to create, modify, and printout encounter tables. Existing encounter tables are displayed in the list box.

New…

Selecting this button allows you to create a new encounter table.

Edit…

Selecting this button allows you to modify the encounter table selected in the list box.

Delete…

Selecting this button removes the selected table from the database.

View…

Selecting this button allows you to see a print preview of the selected table.

Print…

Selecting this button allows you to printout the selected table.

Roll and Generate...

Selecting this button allows you to generate an encounter from the table selected in the left list box. When the encounter comes up, remember to type its name in the name box.

Close

Selecting this button returns you to the Custom Database screen.


2-20 Encounter Table

New

To create a valid table, you must enter a name for it in the Name edit box.

New and Edit

Rarity Filter

Immediately below the Name edit box is a drop down list box.  Use this box to select monsters for you table based on their frequency.

List of Monsters

Below the rarity filter is a scrolling list box that contains the monsters available for use on your table.  This list is dependent on how the rarity and other filters are set.

Filter…

Selecting this button brings up a page where you can further filter the table monsters based on their type (All, Standard, or Custom), Hit Dice, Climate & Terrain, and for a Lair and/or Wandering encounter.

Fill

Selecting this button sill fill the 19 encounter slots (left of screen) with monsters according to how you have configured the table.

Cancel

Selecting this button returns you to the previous screen without saving your table.

Roll

Selecting this button will cause the program to select one monster from the list of monsters at the left of the screen. This button is only active if the monsters' slots on the left of the screen have been filled.

Generate

Selecting this button will cause the program to generate an encounter for the selected monster.  The monster may be selected either via the Roll button (randomly by the program) or you may select a particular monster by left clicking on the radio button to that monster's right.

OK

Selecting this button saves your table (provided you have named it) and returns you to the previous screen. The table you just saved now appears in the list of tables.

Monster Slots

The left side of the screen contains 19 slots each with a radio button and a number (2-20) on its right.  These slots hold the monsters for the current table.  You may use the Fill button to have the program randomly fill these slots for you from the monster list.  You may also select which monsters go into each slot.  To do this, left click on a radio button and then double left click on a monster in the scrolling list box. That monster will be placed to the left of the selected radio button.


2 - 20 Encounter Table Information

This window allows you to specify how encounters created with this template will be filtered for the 2-20 encounter tables.

Select the category under which this Encounter Template will appear

Select the radio button for the selection that best applies to this template.

Frequency

Select the radio button for the selection that best applies to this template. If the Exempt from table button is selected, the program will not assign an encounter based on this template to a table.

Climate and Terrain

Use this button to access a window where you can specify the climate and terrain for this template.

Number of Hit Dice

Use this box to enter the number of hit dice you want the program to use for placing encounters based on this template in 2-20 tables.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous window without saving your work.


Filter Encounter Templates

Database

Use this drop down list box to select which types of monsters will be included in the current table: All, Standard, or Custom.

Hit Dice

Use these edit boxes to enter the hit dice range for the monsters to be used in the current table. The left edit box will contain the minimum number of hit dice and the right list box will contain the maximum number of hit dice.

Lair and/or Wandering

Use this drop down list box to determine if you want to generate wandering encounters, lair encounters, or lair and/or wandering encounters.

Close

Select this button to return to the previous screen.


Export

This menu allows you to export files so that they may be added to a different database.

Database Type

This list box displays the different categories of items in your database.  Select the category that contains the character or custom item, monster, spell, etc. you wish to export. This causes a list of the custom items in that category to appear in the Database Items.

Database Items

This list box displays the characters and custom items contained in the category selected in the Database Type list box. To export a character, item, etc., select it in this list box and then select the Add button.

Items to export

This list box displays the list of characters, items, monsters, etc. that you have chosen to export. To remove an item from this list, select it and then select the Remove button. The category for the selected item appears in the box below this list box.

Export…

This button is active when there are one or more items in the Items to export list box. Selecting this button allows you to export all items in the list box in a single file. Selecting this button displays a dialog box where you name the file you are exporting and choose where to save it. You will need to provide a copy of this file to whomever you want to import it.

Close

Selecting this button returns you to the previous screen.


Schools of Magic

Wizards may only learn spells from schools to which they have access.  Wizards learn spells on the Spells screen that appears in the Skills section later in this program.

Creating a character

The program uses most of a beginning wizard character's points to purchase access to schools.  These points may be recovered by returning the schools from the Taken box to the Available box.

It costs five character points to purchase access to a school (except for priests). Schools to which the wizard has access appear in the Taken list box. To purchase a school, select that skill in the Available box and then left click on the arrow which points to the Taken box.  To return a school, select that school in the Taken box and then left click on the arrow that points to the Available box.

Priests

Priests may purchase access to any one school. This access costs 15 character points. The priest may cast that school's spells as clerical spells – they do not have to be learned, but they do have to be memorized and count against the total number of spells the character is able to cast per day.

Close

Left clicking on this button returns you to the Class Abilities screen.

Entering a character

Select the school(s) your character knows and double left click on them in the Available box to move them to the Taken box.

The program does not check how many schools you are choosing.  No cost is assessed for choosing a school.


Spheres

Priests may only cast spells from schools to which they have access.  Access is either major or minor.  Major access permits the priest to cast any spell from that sphere, providing the priest is of sufficiently high level. Minor access limits the priest to first- through third-level spells from that sphere.

Creating a character

The program uses most of a beginning priest character's points to purchase access to spheres.  These points may be recovered by returning the spheres from the Minor and Major access boxes. To do this, select the spell and left click on the arrow that points toward the Available box until the sphere is returned to that box.

The cost to purchase a sphere varies from three to 15 points depending on which sphere and how much (major or minor) access is purchase (except for wizards).

Wizards

Wizards may purchase access to any one sphere for 15 character points.  This provides major access to that sphere.

Close

Left clicking on this button returns you to the Class Abilities screen.

Entering a character

Select the sphere(s) your character knows and double left click on them in the Available box to move them to the Taken box.

The program does not check how many sphere(s) you are choosing.  No cost is assessed for choosing a school.


Rogue Skills

Rogue skills are shown on the upper left.

The character's modified score for each skill is shown on the far right.  Under Modified, to the left of the spin buttons, is the total for each skill.  This number includes racial and dexterity adjustments plus any points invested (Note: armor adjustments are not shown at this stage because armor has not yet been purchased). At the lower left of the screen, next to Points Left are the points the player may invest in the skills.

To add points to a skill, left click on the up arrow on the spin button for that skill.  To decrease a skill you have invested in, left click on the down arrow for that skill.

You may never decrease a skill by more points than you have invested in it.  Beginning thief characters may have up to 30 points invested in a skill. Beginning Bard characters are limited to 20 points.

Selecting the Close button returns you to the previous screen.

Player's Option Rogues

Only the skills which were purchased as a class ability are available.

Updating a character

Assign points to a skill as explained under Creating a character above.  The program will allow you to assign points to a skill, even if Points Left: is 0.

Entering a character

You may assign up to 95 points to a skill. If you are entering a Player's Option character, only those skills you chose as a class ability will be displayed.


Psionic Powers List

This window permits you to create and edit custom psionic sciences and devotions.  Custom psionic disciplines are created and edited as Custom Data.

Options:

This drop down list box allows you to select All powers, Standard powers only (those which shipped with the program), or Custom powers only (those which were added to the database).  The check boxes at the right of the window allow you to filter powers based on their discipline. If no check boxes in the Include section are selected, only disciplines will be displayed. To display sciences and/or devotions, their check boxes must be selected.

Include Powers From…

The check boxes in this area allow you to filter which disciplines' powers will be displayed in the Psionic Powers list box. The All button in this select set the program to display the powers for all of the disciplines.

Include…

These check boxes provide an additional filter for the Psionic Powers list box.  Science powers will only be displayed if the Sciences box is checked and Devotion powers will only be displayed if the Devotions box is checked.

Psionic Powers:

This list box shows the powers which are currently in the database as indicated by the various filters on the window (Options, Include Powers From…, and Include).

New…:

Clicking this button allows you to create a new psionic power.

Edit…:

This button is only active when a Custom psionic power is selected in the Psionic Powers list box. Clicking this button allows you to change the information for the selected Custom power.

Copy:

Selecting this button provides a copy of the information for the currently selected psionic power (except for the name).  This option allows you to quickly create a number of similar psionic powers. It also allows you to modify a Standard psionic power, provided you save it with a different name.

Delete:

Selecting this button deletes the currently selected Custom power from the database.  You will not be able to delete Standard powers.

Print:

Selecting this button allows you to printout information on the currently selected psionic power.

Close:

Selecting this button returns you to the Custom Database screen.

To create a new psionic power, click the New button. This displays the Psionic Powers Information popup.

To create a new power, fill in the list boxes as desired. Use the Discipline drop down list box to choose the discipline the power is assigned to.  Use the Radio buttons to determine if the power is a science or devotion. If the power has a prerequisite, select the prerequisite from the Possible Prerequisite list box and then click the right-pointing arrow.

Note that new disciplines are created using the Custom Data button on the previous screen.


Psionic Power Information

This window allows you to further define the currently selected psionic power.

Discipline

This drop down list box allows you to define the discipline to which the currently selected psionic power belongs.

Select One

Use these radio buttons to specify if the power is a science or devotion.

MAC:

The number that the user must roll against with an MTHAC0 (Mental THAC0) roll to activate the power against an open mind. To activate this power, a number that is greater than or equal to psionicist character's MTHAC0 minus this MAC must be rolled on a d20. Enter that number in this box.  If the (Base) box is checked, this is a set number. If the Varies box is checked, this number varies and the edit box will be inactive (you won't be able to enter a number).

PSP Cost:

Enter the Psionic Strength Point cost to use this power in this box.  The number normally appears as two numbers separated by a slash (#/#).  The first number is the cost to activate the power and use it each round (cost is paid each round power is used). The first number is normally higher than the second number (right of slash) which is the cost paid when a character attempts to use the power, but fails.

Range:

Enter the power's range in this box. Ranges are typically: 0 (applies to caster), touch (caster must make physical contact with target), some number of yards (example, 50 yards), a radius expressed in yards (example, 1 – yard radius), unlimited, or special (define in description).

Area of Effect:

Enter the power's area of effect in this box.  Areas of effect are typically: personal (applies to caster), individual (applies to a single person), an area (example: 2 square inches or 3 – yard diameter), a number of items (example: 1 item, 20 pounds), a number of creatures (example: 1 creature), or special (define in description).

Prerequisites

This section allows you to define which power is a prerequisite for the character acquiring the currently selected power. It also allows you to set a minimum level the character must reach as a psionicist before he is allowed to acquire this power.

Possible Prerequisites

This scrolling list box displays the sciences and devotions that are not prerequisites for the currently selected power.

Selected Prerequisites

This box displays the list of sciences and devotions that are prerequisites for the currently selected power. Note: these restrictions do not apply to wild talents.

Adding a prerequisite

Select the desired power from the Possible Prerequisites list and then select the Add button.

Removing a prerequisite

Select the desired power from the Selected Prerequisite list and then select the Remove button.

Minimum Level

Enter the minimum Psionicist level the character must achieve before he can receive this power.

Minimum PSP cost to use power once:

Use this box to enter the minimum Psionic Strength Point cost to use this power one time.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous menu without saving your work.


Spells

This screen allows your character to learn and scribe spells.

Wizard characters must learn spells before they can memorize and cast them.  To learn a spell, select the spell from the All Spells box and then left click on the try to learn button.

Creating a character:

Your character's chance to learn a given spell, the total number of spells he can learn per level, and the highest level spells he can learn is dependent on his intelligence (for Specialist Wizards this is modified based on the spell's school). The percentage chance your character can learn any particular spell is shown next to Chance to Learn: (determined by Knowledge for Player's Option characters), the maximum number of spells per level he can learn is shown next to Spells per Level: (determined by Reason for Player's Option characters), and the highest level spells he can learn is shown next to Maximum Spell Level: (determined by Reason for Player's Option characters).

If your character fails to learn a spell, you may override the program roll and have your character learn it anyway.  Spells learned appear in the Spells Known box. To delete a spell from this box, select it and left click on the Unlearn button.

Updating a character

This operates the same as for Creating a character.

Entering a character

Follow the procedure as explained above, but your character never fails to learn a spell and you may assign the character as many spells as you wish.

Spell books

Once your character has leaned a spell, he may inscribe the spell in his spell book.  To do this, select (left click on) the spell in the All Spells box and then left click on the Copy into Book arrow. Spells must be inscribed in a spell book for a character to memorize them.

When a spell is scribed, it uses up a certain number of pages in the spell book (the program will tell you how many). Beginning characters are given a spell book in which to inscribe their spells. When this book is filled, other books must be acquired before additional spells may be inscribed. Spell books may be acquired on the Equipment screen.  They appear under the Equipment, Standard category of the Equipment Lists:.

Your character's spell books appear in the Spell Book drop down list box. The list box shows the spell book's name follows by two numbers enclosed in ( ).  The first number is the number of unused pages that are available for spell inscription.  The second number shows the total number of pages in the spell book.

To delete a spell from a spell book (and make available the pages it is scribed on), highlight that spell and select the Erase Spell arrow.

The maximum number of spells your character is entitled to learn is shown next to Spells per level: you will have to override a warning message to learn more spells than this.

Close

Pressing this button returns you to the Skills screen.


NPC Creation

Select a race…

Use this drop down list box to select the NPC's race. If the Select from Standard Races radio box is displayed, you will only have the six standard Player's Handbook races (Core Rules NPCs) or eight standard Skills & Powers races (Player's Option) to choose from.  If the Select from All Races radio button is selected, all races (including custom) will be available.

Select a class…

There are two class selection options for the NPC.  To select a class or classes as per the rules, left click on the desired selection in the Select from Standard classes list box.

To make any class available to the NPC, select the Select from ALL classes button. This displays a window that gives your NPC access to any class.

Selected NPC…

Once the NPC's races and class(es) have been selected, use the spin buttons on the right of the screen to set the character's level in each class.

Ability Scores…

Select this button to access a screen that allows you to set the character's ability scores (and subability scores for Player's Option characters).

Create NPC…

Once your NPC's race, class(es), level(s), and ability scores are set to your satisfaction, select this button to have the character generate your NPC.  You will then be taken to the City screen  that allows you to further modify the NPC.

Close

Selecting this button returns you to the Custom Database screen without saving the NPC.


Psionic Powers

This screen allows you to assign psionic powers to your character.  The powers your character has acquired appear under the Access to: list boxes for Disciplines, Sciences, and Devotions. The total number of Disciplines, Sciences, and Devotions to which your character is entitled appears in the Summary list box when any power is selected.

Right click on a discipline, science, or devotion to see key information such as prerequisites and cost to use each power.

Creating a character

To assign powers to a beginning character, first select the character's Discipline.  Beginning characters may have one discipline (unless the Psychic Adept ability was purchased which allows two Disciplines). Once a discipline is selected, you may select the sciences and devotions for that discipline.

In many instances, it is easier to select devotions, prior to selecting sciences. Before selecting a science, select at least two devotions for each discipline. Not all devotions are available for beginning characters. The check boxes under include… allow you to choose which disciplines' devotions and sciences are displayed.  We recommend having only one check box selected at a time.

When you select a discipline or science (left boxes) information will appear in the summary box to give some information about the selected item and the total number of Disciplines, Devotions, and Sciences that character can have.

After you have selected at least two devotions for each Discipline, select at least one Science for each Discipline.

Entering a character

You may select any discipline, science or devotion.

Updating a character

Follow the procedure as explained for creating a new character. The will inform you when you make a selection contrary to the rules, but you will be able to over ride the program and take more disciplines, sciences, and devotions than the program normally allowed. You may also choose devotions for which your character does not have the prerequisites.

A character can never learn as many sciences and devotions in another discipline as he knows in his primary discipline(s). This provides a focus for a hero that he can adhere to throughout his career.

Psionic Attacks and Defenses

Press this button to select psionic attack and defense bonus proficiencies for this character.

Close

Selecting this button returns you to the Skills screen.


Skills

Rogue skills, priest and mage spells, and psionic abilities are accessed through this screen.  If a button is grayed out (not red) it shows this character is not eligible for the selection next to it.

Left click on an active button to advance to the screen where you may select or adjust skills, spells, or powers for your character. Be sure to manage all of the character's skills (press each red button) before left clicking on the Next button.


Shield and Armor Proficiencies

Creating a character

To add a Shield Proficiency, check the box for the desired shield type. This proficiency provides an AC bonus for attacks received from the front or side.  The bonuses are: buckler, +1 vs. one attacker; Small, +2 vs. one or two attackers; Medium, +3 vs. one to three attackers; and body, +3 vs. one to four attackers (+4 vs. missile attacks).

To add an Armor Proficiency to your character, highlight the item listed under Selection by left clicking on it and then left click on the arrow pointing to Your Character. A character with an armor proficiency suffers only half the normal encumbrance penalty when wearing that armor.

Proficiency costs and the points available to purchase them are shown in the Costs box at the upper right of the screen.

Updating a character

Select proficiencies as you would to create a character.  There is a cost for this, but you may override the program and take a proficiency, even if you do not have enough character points to purchase it.

You may use the Level button on the "Name" screen to access the Level screen where you can give your character additional character points.

Entering a character

Left click on the check box for each desired shield proficiency.

Double left click on each desired armor proficiency from the Selections list box.

The program does not assess a cost for these.

Left click on the Close button to return to the previous screen.


Weapon Specialization

Creating a character

Core Rules Characters:

The Core Rules allows only single class fighters to specialize.  It costs one slot to specialize with most weapons, two slots to specialize with bows.

The number of slots available to spend is shown in the box at the lower left of the screen.  Your character may only specialize with a weapon for which he has purchased a proficiency.

Weapon specialization provides a +1 to hit bonus and +2 damage bonus for melee weapons and increased range and chance of hitting for missile weapons. Specialization also improves the number of attacks per round for non-bow weapons.

To specialize, double left click on the desired weapon in the top, left box. Assuming your character has sufficient slots to pay the cost, this will move that weapon into the Specialization box.

Pressing the Clear button removes the weapon(s) from the Specialization box and returns the slots spent.

Select the Close button to return to the previous screen.

Player's Option Characters:

The program may allow you to specialize with a weapon or in unarmed combat, but it will not allow you to specialize in both.

Left click on the weapon in the Proficiencies box and then left click on the arrow which points to the desired box on the right.  Double left clicking will NOT move a weapon into a box.

The points available and option costs are shown in the box at the lower left of the screen.

Weapon of Choice:

This option is available to any class.  It provides a +1 to hit bonus with that weapon. Selecting a weapon of choice costs warriors two character points; rogues, priest, and psionicists three character points; and wizards four character points.

Expertise:

This option is available to any class. It provides extra attacks with that weapon, as if the character was specialized with it.  This option costs warriors two character points; rogues, priests, and psionicists four character points, and wizards five character points. The character point cost is reduced by one if the weapon has already been chosen as the weapon of choice.

Specialization:

Any character can specialize in a weapon if this is purchased as a class ability (fighters can purchase the ability to specialize in multiple weapons).

Player's Option single class fighters can specialize at first level. Multi-classed fighters may specialize at second level, paladins and rangers may specialize at third level, priests may specialize at fifth level, rogues may specialize at sixth level, and wizards may specialize at seventh level.

Specialization with a melee weapon provides a +1 to hit bonus, +2 to damage bonus, and allows one additional attack every two rounds.

Specialization with a missile weapon provides a +1 to hit bonus and an increased rate of fire. If the character has the missile weapon loaded and aimed, he can fire at the beginning of the melee round, even before initiative is determined.

If the missile weapon is a bow or crossbow, specialization provides a Point blank range category.  Attacks in this range receive an additional +1 to hit bonus and a +2 damage bonus.  Point blank range is 30' for bows and 60' for crossbows.

Mastery:

This option is only available to single or multi-classed warriors.  The character must be specialized in the weapon before this option can be chosen.  A character can have mastery for only one weapon.

Single class fighters must be at least level 5, multi-classed fighters must be at least level 6, and paladins and rangers must be at least level 7 to choose this option.

Weapon mastery provides a +3 bonus to both attack and damage for melee weapons. For missile weapons, the attack and damage bonuses are +2 for all ranges beyond point blank and +3 for attacks within point blank range.

Unarmed Combat:

This option is only available to fighters, multi-classed fighters, and fighter subclasses.

Unarmed combat specialization confers the +1 to attack, +2 to damage, and additional attack every two rounds of melee weapon specialization.

Punching, wrestling, and martial arts are the three available options.  To choose one of these, left click on the down arrow for the Unarmed Combat drop down list box and then left click on the desired option.

Select the Close button to return to the previous screen.

Updating a character

Select proficiencies as you would to create a character.  There is a cost for this, but you may override the program and take a proficiency, even if you do not have enough character points to purchase it.

You may use the Level button on the "Name" screen to access the Level screen where you can give your character additional character points.

Entering a character

Left click on a proficiency in the Proficiencies box and then left click on the desired left pointing button. The program does not prevent any class from specializing any number of times.

Only one weapon of choice, expertise, and master (each) is allowed.


Memorize Spells

Creating a character

Mage and Priest characters have to memorize spells before they can cast them. To memorize a spell, select it in the Known box and then left click on the Memorize button.

Memorized spells appear in the Memorized box. A spell may be memorized more than once.  The number of additional spells the character can memorize appears next to Slots Left:. The program allows you to override this restriction.

To "unlearn" a spell, left click on the Cast button.

If the character has more than one spell-casting class (Cleric/Mage for example), use the Class drop down list box at the top left of the screen to permit spell memorization for each class.

You may use the Spell Level spin button to select which level of spells are provided in the Known box.  Selecting 0 provides all spells.

The School and Sphere drop down list boxes allow you to further regulate which spells appear in the Known box.  Selecting ~All shows all spells.

Specialist Wizards

These wizards receive extra bonus spells from their specialist school. The number of these bonus spells which may be memorized is shown to the right of Specialist Left:. The program allows you to override this restriction.

Sphere Bonus:

Custom classes may be given access to bonus spells from a sphere.  Characters must have access to that sphere to use those bonus spells.  Where these bonus spells are available, the number available and the sphere they belong to are shown here.

Updating a character

This operates the same as for Creating a character.  You will be able to override the program and to have your character memorize additional spells.

Entering a character

There are no limits on how many spells your character can memorize.

Close

Clicking this button returns you to the Skills screen.

City

This button takes you to the City screen that permits you to move directly to any part of the Character program.


Wild Talents

Creating a character

Characters who purchase the Wild Talents Trait may use this screen to have wild talent randomly selected for them.  To do this, left click on the Roll button.

The wild talent will appear in the Your Wild Talents box and brief information on that talent appears in the Summary box.

For detailed information on the wild talent, right click on it in the Your Wild Talents box.

Entering a character

To give your character wild talents, double left click on the desired talent(s) in the left scrolling list box. This moves the talent into the Your Wild Talents box. Selecting a talent in this box displays information on that talent in the Summary box. You may also right click on the talent to see information about it.

Close

Click on this button to return to the Skills screen.


Languages

The box under Non-Weapon Proficiency shows the type of languages you may select: Ancient, Modern, Native, or Reading/Writing.  Select the down arrow to change these selections.  Different selections will only appear if you have the required proficiencies.

To select or de-select a language, double left click on it.

The large box on the left shows the languages you may select from.  The box on the right shows the languages your character knows.

For humans, most half-elves, half-orcs, and half-ogres, the native language is a regional language.  For most other characters, the native language is a racial language.

Language must be purchased.  The number next to Selections Left: shows how many more languages you may purchase. To increase this number, return to the NWPs screen and purchase more Modern, Ancient, or Reading/Writing proficiencies.

Select the Close button to return to the previous screen.


General Information

Use this screen to assign miscellaneous information to the current custom item.

Name:

The name of the current custom item is displayed in this box.

Only applies for selected race:

Use the drop down list box to choose a race.  When a race is assigned in this way, the item's special property will only affect characters of the chosen race.

Weight:

Enter the item's weight in this edit box.

Bulk Points:

Enter the item's bulk points in this edit box. Note: bulk points are a Player's Option rule.

Pages for spells:

When creating a custom spell, enter the number of spell book pages it will require to scribe this spell.

Equipment Group:

When entering a custom equipment item, use this drop down list box to assign the item to an equipment group. This will determine when that item appears on the equipment screen and how it is accessed for treasure and other purposes.

Demihuman equipment:

When the equipment is associated with a particular demihuman race (such as the various halfling self-operating kitchen utensils), use the drop down list box to select the appropriate demihuman race.

OK

Select this button to save your work and return to the previous screen.

Cancel

Select this button to return to the previous screen without saving your work.


Traits

Selecting the check box allows the currently selected character race to purchase wild talents.

OK

Selecting this button saves your work and returns you to the previous menu.

Cancel

Selecting this button returns you to the previous menu without saving your work.


Fighting Style Specialization

Creating a character

To purchase a fighting style, double left click on it in the box on the left.  To return a previously-purchased fighting style, double left click on it in the box on the right. Most styles may be purchased for one character point.

The number of points available to purchase fighting styles appear to the right of Points Left:.

Table 52: Fighting Styles by Character Class

Fighting Style	Eligible Classes

One-handed Weapon	All

Weapon and Shield	Warriors, Priests

Two-handed Weapon	Warriors, Priests, Mages

Two Weapon	Warriors, Rogues

Missile	Warriors, Rogues

Horse Archer	Warriors, Rogues

Thrown Weapon/Sling	All

Updating a character

Select style as you would to create a character.  There is a cost for this, but you may override the program and take a style, even if you do not have enough character points to purchase it.

You may use the Level button on the "Name" screen to access the Level screen where you can give your character additional character points.

Entering a character

Double left click on the desired proficiency to assign it to the character.  There is no character point cost for this.

Left click on the Close button to return to the previous screen.


Levels

Level Limits

The three radio buttons at the top right of the screen determine if and how race is used to determine the highest level a character can reach in a class.

Most non-human characters are limited as to the highest level they can reach in a class.  If the None radio button is selected, these limits do not apply and any character of any race can advance to any level in any class.

If the Apply limits radio button is selected, standard racial limits to maximum allowed level are enforced.

Alternate rules allow for characters to advance to higher levels than allowed by the standard rules if they have high ability scores in their classes' prime requisites. If the Prime Requisite Bonuses radio button is selected, characters with high ability scores in their prime requisites will be allowed to advance to higher levels than the standard rules allow.

Updating a character

You have a number of choices as to how you adjust a character's level and experience points.

You can directly enter experience points for a character through the edit boxes at the top left of the screen and then clicking on the right-pointing arrow next to the box(es).

You can have the program add the experience points for you by entering the experience points in the All Classes or Split Up Points edit boxes. If the "Yes" Apply bonuses? radio button is selected, the program will add a 10% XP bonus if the character's prime requisites qualify him for this bonus.  If the "No" radio button is selected, the bonus will not be added.

If the All Classes edit box is used the program will give that many points to each of the character's classes.  If the Yes radio button is selected, the program will give the 10% to any class that qualifies for it.  This means that some classes will receive the bonus while others will not.

If the Split Up Points edit box is used, the program will divide the number of points by the number of classes and apply the correct number of XP to each class, with the appropriate 10% bonus figured in if the Yes radio button is selected.

When a class gains enough points to go up a level, the program will automatically up the Level number.  You may also use the spin buttons under the word Level to do this.

When a character goes up a level, he will automatically receive a number of character points equal to the number next to the CPS per Level spin button. You may use the spin button to change this number.

You may use the Character Points edit box to give additional points to a character.  To do this, enter the desired number in the box and click on the right-pointing arrow.  To take character points away, enter a negative number and click the right-pointing arrow.

The number to the right of this arrow shows the character's current available character points as tracked by the program.

Entering a character

Use the spin button under the word Level (top right of screen) to enter the character's level(s).

Enter the character's experience points in the edit box(es) under the word Experience at the top of the screen. Once the points are entered, select the right-pointing arrow.

If the Yes radio button is selected, the program will provide a 10 percent experience point bonus to any character whose prime requisites entitle them to such a bonus.  This bonus will not be provided if the No radio button is selected.

Enter the character's Character Points in the edit box at the lower left of the screen and select the right-pointing arrow.

CPS per level

Use the spin button to set how many character points the character will receive each time he advances a level.

Close

Returns you to the previous screen.


Table Rolls

The roll results from the selected table appear on this screen. If you change the selection(s) on the list(s) on the right side of the screen you can affect the roll results. After making your selections, you can roll for new results by clicking the ReRoll button. To exit the screen, click the Close button.


Map Options

Create Map

Left clicking on this button allows you to create a new map.

Update Map

To edit, modify, or view an existing map, left click on that map's file name in the Maps list box (upper left) and then left click on this button.

The top box on the left shows the file names of the maps you have saved with this program.  When you left click on one of these names, summary information on that map appears in the bottom box.

Delete

To delete an existing map, left click on that map's file name in the Maps list box (upper left) and then left click on this button.

Import Map

To add a map file that was exported from another Core Rules 2.0 program to your database, left click on this button. The map file to be imported must be in a location your computer can access, such as on a floppy in your floppy disk drive. A browse box will appear.  Use this to locate the file you wish to import. Use the drop down Look In: list box to locate the folder that contains the file to be imported and then either select that file in the list box area or enter that file's name in the File Name edit box.

Export Map

To make a copy of a map file so that it can be placed in the database of a Core Rules 2.0 program on another computer, left click on that map's file name in the Maps list box (upper left) and then left click on this button.

Close

Left click on this button to return to the Main Menu screen.


Create Map

Select the type of map you wish to create in the top list box. The four map types are:

Overland

This is the largest map scale designed to show entire countries or continents.  This map may be displayed with an overlaid hex grid.

City

This is the medium map scale designed to show individual buildings. This map may be displayed with an overlaid square grid.

Dungeon

This is the smallest map scale, designed to show building, dungeon, or cavern interiors. This map may be displayed with an overlaid square grid with a 5 foot per square scale.

Interior

This is the same map scale as used for the Dungeon maps, but it provides more details for the interiors of buildings.  It contains icons for various types of furniture, people and animals.  It may be displayed and/or printed with an overlaid square grid with a five foot per square scale.

Use the Width and Height spin buttons to set the map's size. Each number represents one 8.5" by 11" piece of paper. Maximum map size is 8 pages wide by 6 pages high (approximately 5' by 5').

Create

When you have chosen the map type and size you want, left click on this button.


Map Maker

This screen allows you to create maps. It is divided into four major parts plus the scroll bars, the Mini Map, and Status Bar (these last two are View options).

Creating Maps:

To create maps, select either a tile or overlay from the icon bar and then left click to place that tile or overlay on the map. When you first enter the mapmaker, a tile will be selected by default.  The size of the tile is determined by the brush icons on the tool bar.  These are the three solid boxes of different sizes. The default size is the middle brush.

Tiles are the icons on the top left of the icon bar.  Overlays are the icons to the right and below the tiles.  The tile and overlay icons are separated by a small space.

The dungeon, city, and interior sets have icons which represent walls, fences, etc. Right click on these and select the rotate option to set their facings.

When using a tile, you may "paint" with it by dragging (holding the left mouse button down while moving the mouse) it over the map.  Overlays are generally laid down individually by left clicking on the map, although you may "paint" with wall, fence, or similar overlays. You place Overlays on Tiles.

To rotate or cycle through different overlays, right click on the overlay.  This brings up a menu that allows you to rotate the overlay or delete it. Once you have right clicked on an overlay, you may also use the up and down arrow keys to rotate it and the delete key to delete it.

When in the Overland, City, or Interior object sets, the overlays may be rotated as explained above.  When in the Dungeon object set, the overlays may change through right clicking. For example, to change a north-south oriented wall to an east-west oriented wall in the Dungeon menu, right click on it and select the rotate option. For some overlays, including most Dungeon overlays and the Sea Monster overlay in the Overland object set, rotating will bring up different graphics, not just change the facing of the existing graphic.

Please note that in order to link different maps together, you must use the Text function. Map linking, for example, allows you to click on the text for a city on an Overland map and call up the specific map for that city.  Of course you can only link to maps which have previously been placed in the program's database (either by saving or importing).

Be sure to Save your work (File menu) before exiting the map maker.

Menu bar:

This bar has the File option at its left and is located above the tool bar. It provides the following options:

File:

Left clicking on this option drops down a menu which allows you manage your map maker files.  Options include are:

New - Create a New Map.

Open - Open an existing map.

Save - Save the current map.

Save As - Save the current map with a new name.

Print - Print a map.

Print Preview - Preview a map before printing, with option to print a single page of the map.

Print Large - Allows you to print a "blown up" section of the map.  Particularly useful in the Dungeon level, each tile is blown up to a 1 inch square.

Print Legend - Print a legend of all map symbols.

Print Encounter Index - Print a list of all the encounters that are present on the map along with their respective number.

Print Encounter Info - Allows you to print out the full encounter information for all encounters present on the map.

Exit - Exit Map Maker II.

Edit:

Allows you to access the Undo option.  This option allows you to undo your most recent map command.  It returns the currently loaded map to the state it was in prior to your most recent action.

View:

Encounter Index - Allows you to view a list displaying all encounters on the

map along with their respective numbers.  This may be printed out.

Legend - Allows you to see a legend of all map symbols for the current object

set with options to print.

Mini-map - Toggles the Mini-Map on/off.

Status Bar - Toggles the status bar on/off.

Format:

Allows you to set the map color options which best suit your printer:

Full Color - Display the map in full color palette.

Flat Color - Display the map in flat color palette.

Gray - Display the map in Gray scale.

B & W - Display the map in Black & White palette.

Grid:

Allows you to overlay the map with a grid. The Overland maps may be overlaid with a hex grid.  The City, Interior, and Dungeons maps may be overlaid with a square grid.

Off - Turn off the grid.

Black - Display a black grid.

White - Display an off-white grid.

Encounter:

Allows you to place an encounter from the DM Toolkit on your map. To place an encounter on the map, left click on the Encounter menu option and then left click on the Add menu item.  This will take you to the encounter section of the DM Toolkit.

Left click on the desired encounter in the lower left list box and then left click on the Place on Map button.  If the encounter you want does not already exist, you may create it while you are on the encounter screen.

After clicking the Place on Map button, you are returned to the map screen.  Left click on the map to place the encounter. The encounter will be represented by a number.  The first encounter you place will be 1, the second 2, etc.  To view a placed encounter, double left click on the encounter number on the map.

Once an encounter has been placed, you may remove it by left clicking on that encounter and then selecting the Remove menu option in the Encounter menu. Encounters created on the NPC screen (NPC group encounters) may be placed as described. These encounters are stored in the encounter section of the DM Toolkit.

Text:

Allows you to place text on the map by selecting the Add menu item.  The displays a popup menu with an edit box where you may enter the text.  When you have entered the desired text, select the OK button and then left click on the map where you want the text placed.

The popup edit box also allows you to link maps together.  To do this, check the Map Link box and then use the Browse button to select the map you want to link to. Then select the OK button and left click on the map where you want to place the link. To activate this link, left click on the text where you placed it on the map.

There is also an Options menu item for the Text menu that allows you to choose a solid or transparent background for your text.

Add - Add text to the map. Also allows you to link different maps together.

Remove - Remove a selected text object from the map.

Options – Allows you to toggle between text with a solid or transparent background.

Show - Toggles the visibility of text on the map.

 Options:

Autoscroll: this option allows you to toggle the autoscroll off and on.  When the autoscroll is on, the map will scroll toward the cursor when it is moved outside of the map area.  When autoscroll is off, you must use the scroll bars to scroll the map.

Map Links>: Brings up another menu with the Active and Active Map Link Color options. Active allows you to toggle between active and inactive map links.  When map links are active, double clicking on them brings up the map they are linked to. When they are inactive, clicking on them does not cause an action.  The Active Map Link Color option brings up a palette that allows you to select the color used to identify the link.

Show/Hide: This option pops up a menu that allows you to choose if text and other map art is visible or hidden.  This option permits the DM to printout maps where some information (encounters for example) is not printed.  These maps are typically given to players while the DM's map shows all encounters, etc.

Help:

The menu option you selected to see this text.

Tool bar:

This bar appears below the menu bar.

The left side of this bar contains three icons which duplicate File menu options. The first option, a closed folder, allows you to create a new map. The second option, an open folder, allows you to open a previously saved map file.  The third option, a floppy disk, allows you to save the currently open file.

To the right of this is the Font drop down list box.  Left click on the down arrow beside this box to select the font that will be used for the text you place on the map.  Just to the right of this is the Font Size drop down list box. Left click on this to select the size for the text that you place on the map.

To the right of the Font Size box are the Bold (B), Italic (I), and Underline (U) buttons. To make text bold, italic, and/or underlined, highlight that text and then click on the appropriate button(s).

The Text Color button is to the right of the underline button.  Pressing this button allows you to select the color for your on-screen text.

To the right of the Text Color button are three buttons with different sized squares. These button allow you to select the brush size you will use when placing tiles on the map. These buttons are only active when a tile (left side of icon bar) is selected.

The plain button with the capital T allows you to place text on the map in the same manner as the Add menu item in the Text menu.

The button with the two arrows pointing at each other allows you to add an encounter to the map in the same manner as the Add menu item in the Encounter menu.

On the right side of the bar are two buttons.  The one with the picture of the eraser on it will allow you to remove art from the map.  Left click on this button to have the cursor appear as a cursor.  While the cursor appears as an eraser, move its lower left corner over the art you want removed and left click. When you left click on the right-most button (arrow) your cursor becomes an arrow.  In order to activate certain map options (map links, display encounter information), the cursor needs to be an arrow.

Icon bar:

The bar just above the map area is the icon bar. The icons allow you to place or change the art on the map.

The icons on the left of the bar are tiles.  These are "painted" on the map.  The size of the paint brush depends on which brush button is selected on the tool bar.

The icons on the right of the bar are the overlays.  Overlays are placed over the tiles. Overlays have only one size. They can be rotated to change their orientation or slightly change their art.  To rotate an overlay, right click on it and then select the Rotate option (or use the up and down arrows keys). To remove an overlay, right click on it and select the Delete option or Delete key (or use the eraser).

Mini Map:

The Mini Map appears on the screen when the Mini Map option is selected in the View menu.  The Mini Map provides you with a scaled down view of the currently open map.

Status Bar:

The Status Bar appears below the bottom scroll bar when the Status Bar option is selected in the View Menu.  The Status Bar will provide you with summary information about items on the tool bar.

The Map:

The map is the largest area on the screen.  It is above the bottom scroll bar.  To place tiles on the map, left click on the tile to select it and then drag (hold the left mouse button down while moving the cursor over the map) it to paint with that tile.  To place an overlay on the map, left click on the overlay to select it and then left click on the map to place the overlay where you clicked.


Enter Ability Scores

This screen allows you to enter a character into the program's database.  Once in the database, you may use the program to manage character information. The first step in this is to enter the character's ability scores.

Left click on the spin buttons next to the ability scores to increase or decrease the score. Each score may be set from a minimum of 1 to a maximum of 25.

When Strength is set at 18, the spin button to its right may be used to set a number from 0 to 100. This is used to provide exceptional strength for warriors.  The program will only use this additional number if your character is a warrior (and not a halfling).

When all ability scores are entered, press the Next button to proceed.

To return the ability scores to their default (starting) amount, press the Reset button.


CharBackground


Close

Press this button to return to the previous screen.


Background Events

This is a list of possible events that might turn a character into an adventurer. Click on an item to select it or press the Select Randomly button to have the program pick one for you.


Help

Press this button to get information about this screen.


Select Randomly

Press this button to have the program randomly select a background event.


History

Enter extra character information here. This information can appear on the character's printout.


CharClassAbility


Available

This is a list of abilities available to your character. The character point cost is shown in the () to the right of the ability. Highlight an ability and use the arrows to give it to your character or to remove it.


Back

Press this button to return to the previous screen.


Chosen

This is a list of your selected Abilities. Highlight an ability and use the arrows to give it to your character or to remove it.


City

Press this button to return to the City screen.


Next

Press this button to go to the next page


Points Left

These are the number of character points not yet spent.


Race

This is your selected race.


Schools

Press this button to choose schools of magic.


Spheres

Press this button to purchase minor and major access to spheres.


Class

To change the class, left click on the down arrow and highlight your new selection.


CharClassAbility


Character's Combat Statistics

This list gives you information that you can use in combat. When weapons are readied or armor is put on, these statistics change: THAC0, weapon damage, armor class, movement rate, encumbrance, are shown in the list below with any modifiers that may affect the result. If an item has a "+" before it, click on the item to expand it for more information.


Cancel

Press this button to exit the screen without saving your changes.


Character Summary

This is information about your character that you can use to help in your selection of equipment.

If an item has a "+" before it, click on the item to expand it for more information.


Buy Character points

You can exchange one-third of your wealth for 1 Character Point. This amount will be calculated for you. You may need to sell back some items or move money into Spending Money before the exchange can take place.


Sell character points

You can receive an extra roll for initial funds by spending 1 Character Point.


Character's Equipment

This is a list of everything your character owns. To add items to this list, select an item from the Equipment List and left click on it. Then click on the arrow pointing toward Character's Equipment. The item will then be added to the appropriate place in the list. To move an item from one place to another in this list, left click on the item and drag it to the desired target.

Moving weapons to Items Readied or Armor to Items Worn will adjust Character Combat Statistics (see below).  Although money can be moved from Spending Money and put into pouches and other containers, only what you have placed in Spending Money can be spent. This allows you to control where your money is without having the program decide for you. A running total of all your money can be viewed in the list Character's Money.


Equipment Lists

Select the type of equipment you want to see by clicking the arrow in the box below and highlighting your choice. The proper list will then be displayed. If the "Buy/Sell" button is selected, only equipment with a sales price will be displayed and the cost of the item will be deducted from the character's money. If the "Free" button is displayed, all equipment will be shown (including magical items) and money will not be deducted from your character.


Money

This is a total of the character's money.


Summary of Selected Item

If an equipment item is highlighted in the list above, information about that item will be displayed below.


Buy/Sell

Press this button to purchase items. If this button is selected, only items with a purchase price will be displayed in the equipment lists.


Free

Select this button to obtain items without spending money. Also, the equipment lists will be expanded to show items that cannot normally be purchased (Magic Items, special demi-human items, and items that have no monetary value).


Finish

Press this button to return to the City screen.


CharLanguages


Close

Press this button to return to the previous screen.


Selections Left

This is the number of new languages still available to your character


Native languages

These are the languages that your character knows at the start.


Nonweapon proficiencies

This is a list of non-weapon proficiencies that require some knowledge of a language. To assign a specific language to a proficiency, highlight your selection and use the arrow to select it.


Selected Languages

This is a list all of the languages your character knows that are tied to proficiencies. To remove a language, highlight your selection and use the arrow to remove it from the list.


CharLevelDlg


Back

Press this button to return to the previous screen.


CPs per level

The program will automatically add this number of character points when you go up a level.


Close

Press this button to return to the previous screen.


Experience Points

These indicate how much experience your character has. They determine the character's level. All beginning characters start with 0 experience points. Experience points are often abbreviated as XP. The Dungeon Master will award your character XP as appropriate. Refer to the appropriate experience level tables for your character in Chapter 3 of the Player's Handbook.


Level

You can adjust the level two ways:

•	Use the spin buttons to change this character's levels and the experience points will automatically be adjusted to the minimum for the level.

•	Enter in the correct experience points. When you click the right arrow next to the points the level will adjust to match the experience points.


Apply Bonuses?

If yes is selected, experience point bonus will automatically be applied when experience points are added.


Character Points

You may use the Character Points edit box to give additional points to a character.  To do this, enter the desired number in the box and click on the right-pointing arrow.  To take character points away, enter a negative number and click the right-pointing arrow.


Split Up Points

You can have the program add the experience points for you by entering the experience points in the All Classes or Split Up Points edit boxes. If the Split Up Points edit box is used, the program will divide the number of points by the number of classes and apply the correct number of XP to each class, calculating the appropriate 10% bonus if the Yes radio button is selected.


All Classes

You can have the program add the experience points for you by entering the experience points in the All Classes or Split Up Points edit boxes. If the All Classes edit box is used, the program will give that many points to each of the character's classes.  If the Yes radio button is selected, the program will give the 10% to any class which qualifies for it.  This means that some classes could receive the bonus while others do not.


MapOptions.doc


Import

This button allows you to take a map that was exported from another database and add it to your database.  This allows users to share their maps.


Delete

Removes selected map (highlighted in top left box).


Create

Press this button to create a map.


Export

This button allows you to take a map from your database and allow it to be added to another database. It allows you to provide copies of your map to other people.


Help

Press this button to get information about this screen.


Maps

This is a list of maps created with the MapMaker program.


Close

Press this button to return to the Main Menu Screen.


Update

Updates selected map (highlighted in top left box).


 CharOptions.doc


Create

Press this button to create a character in accordance with either the Player's Handbook (Core Rules) or Skills & Powers (Player's Option) depending on which button is pressed at the top of the column.


Enter

Press this button to enter a new character into the program.  Once entered, you may use the program to update it and print out its character record.

Characters will be updated according to the rules that were chosen when entered (Core Rules or Player's Option).


Import

Press this button to read a previously exported item or file from disk.


Export

Press this button to export the selected item to disk.  This can be used to save a character record to the hard drive or diskette for later retrieval.


Close

Press this button to return to the previous screen.


Update

Press this button to edit the character or NPC highlighted in the top left box.


Convert Player Characters/NPCs

Press this button to convert the selected file and move it to a new list. Player characters will be moved to the NPC list under DM Toolkit where they can be placed in encounters. NPCs will be moved to the Player Character list which can be accessed from the starting screen under Character.


Help

Press this button to get information about this screen.


Characters/NPCs

This is a list of the characters that have been created using this program. When you left click on one of the characters in the list information about the character will appear in the box below it.


Print

Press this button to print out record for the selected character (highlighted in top left box). Pop up box will appear which allows you to select information to include in printout and how printout will be formatted.

Press the OK button to bring up your printer's screen.


View

Press this button to view how your record sheet for selected character (highlighted in top left box). Pop up box will appear which allows you to select information to include in printout and how printout will be formatted.

Press the OK button to bring up Print Preview screen for selected character (top left box). Buttons along top of Print Preview screen operate as follows:

Print: Prints character record.

Next Page: Shows next page (if there is one).

Prev Page: Shows previous page (if there is one).

Two Page: Shows two pages on screen at once.

Zoom In: Makes page larger.

Zoom Out: Makes page smaller.

Close: Return to Character Management Screen

(Note: option buttons will be grayed out if they do not apply.)


Core Rules

While this button is selected, characters are generated, updated and entered according to the Player's Handbook.  The program does not support switching characters between the Core Rules and Player's Option.


Delete

Removes selected character record (highlighted in top left box).


Player's Option

While this button is selected, characters are generated, updated and entered according to the Skills & Powers book.  The program does not support switching characters between the Player's Option and Core Rules.


Select Core Rules (Player's Handbook) or Player's Option (Skills & Powers)

You may create and maintain characters in accordance with either the Player's Handbook rules or the Skills & Powers rules.

To use the Player's Handbook rules, left click on the Core Rules button.

To use the Skills & Powers rules, left click on the Player's Option button.

You may create or enter and update characters either per the Core Rules or Player's Option, but the program will not allow you to switch between the two rule sets.


SelectARollMethod.doc


Method I

The program simulates rolling three six-sided dice (3d6); the total is your character's Strength ability score. It repeats this for Dexterity, Constitution, Intelligence, Wisdom, and Charisma, in that order. This method gives a range of scores from 3 to 18, with most results in the 9 to 12 range. Only a few characters have high scores (15 and above), so you should treasure these characters.


Method II

The program simulates rolling 3d6 twice, noting the total of each roll. Use whichever result you prefer for your character's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma score. This allows you to pick the best score from each pair, generally ensuring that your character does not have any really low ability scores (but low ability scores are not all that bad any way!).


Method III

The program simulates rolling 3d6 six times and shows the total for each roll. You assign the scores to your character's six abilities however you want. This gives you the chance to custom-tailor your character, although you are not guaranteed high scores.


Method IV

The program simulates rolling 3d6 twelve times and shows all twelve totals. You choose six of these rolls (generally the six best rolls) and assign them to your character's abilities however you want. This combines the best of methods II and III, but takes somewhat longer.


Method V

The program simulates rolling four six-sided dice (4d6). It discards the lowest die and totals the remaining three. It repeats this five more times, allowing you to assign the six numbers to the character's abilities however you want. This is a fast method that gives you a good character, but you can still get low scores (after all, you could roll 1s on all four dice!).


Method VI

This method can be used if you want to create a specific type of character. It does not guarantee that you will get the character you want, but it will improve your chances.

Each ability starts with a score of 8. The program then simulates rolling seven dice. These dice can be added to your character's abilities as you wish. All the points on a die must be added to the same ability score. For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to any ability, but no ability score can exceed 18 points. If you cannot make an 18 by exact count on the dice, you cannot have an 18 score.


Method VII

Each player has 75 points to divide among a character's six ability scores. No score can be lower than 3, and none can be higher than 18. Also, all racial maximums and minimums must be observed. When all six abilities have numbers assigned, double-check the math by adding the ability scores together. They should total 75.


Method VIII

The player assigns 24d6 among a character's six ability scores. Each ability score must have at least 3d6, but no more 6d6, devoted to it. If the player desires a character with a high Strength, he could devote 4d6, 5d6, or even 6d6 to that ability. Next, the appropriate number of dice are rolled for each ability, and the total of the three highest results become the score. Any and all other dice rolled for that ability are discarded.


Method IX

A player rolls 2d6 to randomly determine the number of points that can be divided among his character's six abilities and the maximum score of each ability. No ability score can be lower than 3.


Method X

Players use character points to create their adventurer's statistics. A player divides 75 points among his PC's Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma scores. Fighters can purchase 10 points of exceptional Strength for each extra character point spent. For example, it costs 21 of the 75 character points to give a fighter an 18/30 Strength (18+3=21). Racial minimums and maximums must be observed.


Player's choice

This method allows you to choose the type of character you want.  The program rolls normally for a character and then adjusts ability scores if they are not within valid ranges for the selected race and class.


Help

Press this button for information about this screen.


Enter Scores

Here you can enter a character's scores without rolling for them. You can select from a list of valid class and race combinations for the entered scores.


Back

Press this button to return to the previous screen.


Select a Roll Method

Your character needs scores for Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Select one of the methods below to obtain them.


TreasureRollerDlg.doc


Accumulate Rolls

Check this box to prevent a reset when rolling for treasure.


Accumulate Rolls

Check this box to prevent a reset when rolling for treasure.


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
A	1,000-3,000	200-2,000	1,000-6,000	300-1,800	10-40	2-12	Any 3
	25%	30%	40%	35%	60%	50%	30%
*DM's choice


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
B	1,000-6,000	1,000-3,000	200-2,000	100-1,000	1-8	1-4	Armor Weapon
	50%	25%	25%	25%	30%	20%	10%
*DM's choice


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
C	1,000-10,000	1,000-6,000	—	100-600	1-6	1-3	Any 2
	20%	30%	—	10%	25%	20%	10%
*DM's choice


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
D	1,000-6,000	1,000-10,000	1,000-3,000	100-600	1-10	1-6	Any 2 + 1 potion
	10%	15%	50%	15%	30%	25%	15%
*DM's choice


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
E	1,000-6,000	1,000-10,000	1,000-4,000	300-1,800	1-12	1-6	Any 3 + 1 scroll
	5%	25%	25%	25%	15%	10%	25%
*DM's choice


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
F	—	3,000-18,000	1,000-6,000	1,000-4,000	2-20	1-8	Any 5 except weapons
	—	10%	40%	15%	20%	10%	30%
*DM's choice


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
G	—	—	2,000-20,000	1,000-10,000	3-18	1-6	Any 5
	—	—	50%	50%	30%	25%	35%
*DM's choice


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
H	3,000-18,000	2,000-20,000	2,000-20,000	1,000-8,000	3-30	2-2-	Any 6
	25%	40%	55%	40%	50%	50%	15%
*DM's choice


LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
I	—	—	—	100-600	2-12	2-8	Any 1
	—	—	—	30%	55%	50%	15%
*DM's choice


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
J	3-24	—	—	—	—	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
K	—	3-18	—	—	—	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
L	—	—	—	2-12	—	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
M	—	—	2-8	—	—	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
N	—	—	—	1-6	—	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
O	10-40	10-30	—	—	—	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
P	—	10-60	—	1-20	—	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
Q	—	—	—	—	1-4	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
R	—	—	2-20	10-60	1-3	—	—
	—	—	—	—	—	—	1-8 potions


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
S	—	—	—	—	—	—	1-8 potions


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
T	—	—	—	—	—	—	1-4 scrolls


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
U	—	—	—	—	2-16	1-6	Any 1
	—	—	—	—	90%	80%	70%


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
V	—	—	—	—	—	—	Any 2


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
W	—	—	5-30	1-8	2-16	1-8	Any 2
	—	—	—	—	60%	50%	60%


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
X	—	—	—	—	—	—	Any 2 potions


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
Y	—	—	200-1,200	—	—	—	—


INDIVIDUAL AND SMALL LAIR TREASURES

Treasure Type	Copper	Silver	Gold	Platinum or Electrum*	Gems	Art Objects	Magical Item
Z	100-300	100-400	100-600	100-400	1-6	2-12	Any 3
	—	—	—	—	55%	50%	50%


Roll

Press this button to roll for treasure. Be sure to select the number of times each treasure type is found per roll before pressing this button.


Print

Press this button to get a printout of your work.


Roll

Press this button to roll the selected dice.


This is the total of all of the dice rolled.


Close

Press this button to return to the previous screen.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


This is the number of times per treasure roll that this treasure type is added. To edit this number, use the spin button on the right.


Calculate

Press this button to see the value of the treasure rolled. The GP value, XP value and the total number of magical items and weapons will be shown in the box at the top of the screen.


Electrum

Select this button if you prefer to get electrum, rather than platinum.


Individual

The second part of the table lists treasures likely to be owned by intelligent individuals or to be found in the lairs of animal intelligence or less monsters. These treasures are small. Intelligent creatures seldom carry large amounts of cash, while unintelligent ones seldom make the effort to collect it. When an individual or lair treasure warrants being larger than normal, several smaller entries can be listed to create an overall larger hoard.


Lair

The first part of the table (letters A-I) lists treasures that are found in lairs only. These are sizeable treasures accumulated by social creatures (humans, orcs, hobgoblins, etc.) or by those creatures notorious for the size of their treasure hoards (especially dragons).


Platinum

Select this button if you prefer to get platinum, rather than electrum.


Reset

Press this button to clear all the treasure that has accumulated.


Save

Press  this button to save your treasure bundle.


UserDataBase.doc


Custom Data

Press this button to add new items into the program's database.


Custom Races

Press this button to add a new race into the program's database.


Monsters

Press this button to add a new monster into the program's database or view monster information.


Roll Treasure

Press this button to roll on the treasure tables.


Close

Press this button to return to previous screen.


Custom Powers

Press this button to add new psionic powers to the database.


Monsters and Encounters

Press this button to make custom encounters and monsters.


Edit Treasure Tables

Clicking this button brings up a window that allows you to change the treasure tables. These tables determine what treasure is generated when treasure is rolled up.


Encounters

This part of the program allows you to create custom encounters. Encounters cannot be created unless there is a pre-existing encounter template for them.


Encounter templates

This part of the program allows you to create encounter templates.  Encounter templates contain information necessary for the creation of encounters.  Encounters cannot be created unless there is a pre-existing encounter template for them.


Custom Spells

Press this button to add new spells to the database.


2-20 encounter table

Select this button to access the encounter tables.


Saved treasure

To access treasure you have saved in a bundle, or to create a custom bundle, left click on this button. This brings up the List of Treasure Bundles screen.


Help

Press this button for information about this screen.


CharNameDlg.doc


Hit Points

The amount of damage points the character can absorb before dying. When current hit points reach 0, the character is dead. Hit points are usually abbreviated as HP.


Character Age

This is the current age of your character. When the character reaches his maximum age, he dies of old age (or migrates to a mysterious land if he is an elf).

As characters reach middle age and beyond, their intelligence and wisdom scores increase and strength, dexterity, and constitution scores decrease. Refer to Table 12: Aging Affects in the Player's Handbook section of Books on Line.


Alignment

This indicates the character's attitude regarding Law (order) and Chaos (no rules) and Good and Evil. Certain classes have alignment restrictions, for example: Paladins must be Lawful Good, Rangers must be some Good alignment, Druids must be of Neutral alignment. Reference ALIGNMENT in Books on Line.


Gender

Characters are either male or female.


Character Height

Shows how tall the character is. Refer to Table 10: Average Height and Weight in Player's Handbook section of Books on Line.


Character Name

This is your character's name. If your character does not have a name, please enter one.


Experience Points

These indicate how much experience your character has. They determine the character's level. All beginning characters start with 0 experience points. Experience points are often abbreviated as XP. The Dungeon Master will award your character XP as appropriate. Refer to the appropriate experience level tables for your character in Chapter 3 of the Player's Handbook in Books on Line. See EXPERIENCE in Books on Line.


Race

The character's race. See RACE in the Player's Handbook.


Character weight in pounds

How heavy the character is. Refer to Table 10: Average Height and Weight in Chapter 2 of the Player's Handbook in Books on Line.


Class

This is the character's profession or career -- what he has worked or trained to do.


Social Class

Press this button to randomly select a social rank randomly from valid choices. To make your own selection, click on the down arrow to get a list of all social classes then click on the one that you want.


Background

Press this button to go to a screen where you can select a background event and character history for your character.


Kit

Character kits are packages of descriptions, proficiencies, benefits, and hindrances that help flesh out characters. They give characters background and depth. To select a kit, click on the down arrow to get a list of valid kits for this character then click on the one that you want.


Back

Press this button to return to the previous screen.


Player's Name

This is the name of the person that role-plays this character.


Ability/Subability scores

Press this button to go to a screen where you can adjust your character's scores.


Level

Press this button to go to a screen where you can adjust this character's level, experience points, and character points.


Psionic Strength Points (PSPs)

Every psionic character has an internal store of psionic energy, represented as psionic strength points. These are used to activate sciences and devotions, to focus psionic attacks, and to determine how much psionic damage a hero's psionic defenses can stand.


CharNonWeaponProfs.doc


City

Press this button to return to the City Screen. This screen will permit you to quickly access different parts of the character program.


Languages

Press this button to select languages.


Points Left

These are the number of character points not yet spent.


Points Left

These are the number of character points not yet spent


Traits

This is a list of trait available for your character. Highlight your selection and use the arrow to select it.


Disadvantages

This is a list of traits that would be considered a disadvantage to have. You receive extra character points to spend on other things if you select these. Highlight your selection and use the arrow to select it.


Nonweapon Proficiencies

A proficiency is a learned skill that isn't essential to the character's class. To give your character a proficiency, highlight your selection and use the arrow to select it.


#Nonweapon Proficiencies

A proficiency is a learned skill that isn't essential to the character's class. To give your character a proficiency, highlight your selection and use the arrow to select it.


Secondary Skills

The second method for determining what your character knows is to assign secondary skills. Secondary skills are broad areas of expertise. Most correspond to occupations that your character may have been apprenticed in or otherwise picked up before beginning his adventuring life. Secondary skills are much more general than non-weapon proficiencies. They should not be used in combination with non-weapon proficiencies, which are explained later.


CharPsionicPowersDlg.doc


Access

The disciplines that this character has assess to are listed in the box below.


Access

The sciences that this character has assess to are listed in the box below.


Access

The devotions that this character has assess to are listed in the box below.


Sciences

Every psionic power belongs to one of the five psionic disciplines: clairsentience, psychokinesis, psychometabolism, psychoportation, and telepathy. Powers are either major (and are called sciences) or minor (called devotions). Before a psionicist can learn a psionic power, he must have access to the appropriate discipline.


Clairsentient Discipline

All psionic powers belong to a discipline. Within each discipline are major powers, called sciences, and minor powers, called devotions.

Clairsentient powers allow characters to gain knowledge that is beyond the normal capacity of human senses. For example, some clairsentients can see and hear events that are miles distant, while others can sense poison.


Psychokinetic Discipline

All psionic powers belong to a discipline. Within each discipline are major powers, called sciences, and minor powers, called devotions.

Psychokinetic powers move objects— from molecules to missiles—across space. A psychokineticist can throw a rock without touching it, or agitate molecules in a piece of paper until it bursts into flame.


Psychometabolic Discipline

All psionic powers belong to a discipline. Within each discipline are major powers, called sciences, and minor powers, called devotions.

Psychometabolic powers affect the body. Biofeedback, healing, and shape-changing are just a few of the powers known.


Psychoportive Discipline

All psionic powers belong to a discipline. Within each discipline are major powers, called sciences, and minor powers, called devotions.

Psychoportive powers move characters or creatures from one location to another without crossing space. The traveler simply ceases to exist in one location, and begins to exist somewhere else. He may even travel to another plane of existence or to another time.


Telepathic Discipline

All psionic powers belong to a discipline. Within each discipline are major powers, called sciences, and minor powers, called devotions.

Telepathic powers involve direct contact between two or more minds. Examples include mind reading, personality swapping, and psychic attacks.


Include

Only the disciplines that are checked will be included in the Science and Devotion lists.


Devotions

Every psionic power belongs to one of the five psionic disciplines: clairsentience, psychokinesis, psychometabolism, psychoportation, and telepathy. Powers are either major (and are called sciences) or minor (called devotions). Before a psionicist can learn a psionic power, he must have access to the appropriate discipline.


Disciplines

All psionic powers belong to one of five disciplines: clairsentience, psychokinesis, psychometabolism, psychoportation, and telepathy. Within each discipline, the powers are divided into two categories: major powers, or sciences; and minor powers, or devotions. The five disciplines are defined as follows:

•	Clairsentient powers allow characters to perceive things beyond the natural range of human and demihuman senses.

•	Psychokinetic powers move objects across space using only the energy of the mind.

•	Psychometabolic powers affect the user's body by altering it in some manner.

•	Psychoportive powers allow psionic travel, moving characters from one location to another without crossing space.

•	Telepathic powers involve the direct contact of two or more minds.


Close

Press this button to return to the previous screen.


Primary Discipline

At 1st level, a psionicist selects one discipline. This is his primary discipline. As a psionicist advances in level, he gains access to additional disciplines (as shown on the Psionic Progression table. A psionicist starts out at 1st level with four powers within his primary discipline: one science and three devotions.


Summary

This includes summary information on the science or devotion last selected.


CharRogue.doc


Points added

Use the spin buttons below to increase or decrease this character's special abilities.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Rogue Skills

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.


Armor

This number includes racial and dexterity adjustments plus any points invested and is adjusted by the actual armor worn.


Modified

This number includes racial and dexterity adjustments plus any points invested and assumes leather armor is worn.


Close

Press this button to return to the previous screen.


Points Left

These are the number of points not yet spent.


CharSelectRaceDlg.doc


Class

These are the available classes for the race selected.

Class is the character's profession or career -- what he has worked or trained to do.

Reference Player Character Classes in The Player's Handbook and Player Character Classes in Player's Option: Skills and Powers.


Available races

These are the available races. Select one of the buttons below for different choices.


Charisma

This is the ability number that reflects how likable/persuasive the character is. Paladins require a charisma of at least 17.

Reference CHARISMA in The Player's Handbook and  CHARISMA in Player's Option: Skills and Powers.


Intelligence

Indicates how smart the character is. Prime requisite for mages. Determines number of languages/non-weapon proficiency slots. Indicates how many spells a wizard can learn, chance to learn a wizard spell, resistance to illusions, etc.

Reference INTELLIGENCE in the Player's Handbook and INTELLIGENCE in Player's Option: Skills and Powers.


Roll

Press this button to roll for a character after selecting a race and class.


All Races

Press this button to get a list of all the available races, including custom races.


Standard Races

Press this button to see a list of the standard races allowed. No custom races will appear.


Strength

Prime requisite for a fighter. Can affect combat To Hit and damage numbers. Affects encumbrance, forcing door, lifting things, etc.

Reference STRENGTH in The Player's Handbook and STRENGTH in Player's Option: Skills and Powers.


Wisdom

Prime requisite for a cleric. Affects number of bonus clerical spells, chance of spell failure, and spell immunity and defense.

Reference WISDOM in The Player's Handbook and WISDOM in Player's Option: Skills and Powers.


Constitution

Ability score which generally indicates health. Unusually high or low constitution can impact hit points, rate of healing, resistance to poison, etc.

Reference CONSTITUTION in The Player's Handbook and CONSTITUTION in Player's Option: Skills and Powers.


Dexterity

Ability score which generally indicates a character's agility and coordination. Unusually high or low dexterity impacts armor class, attacks with missiles, etc. Prime requisite for thief. Reference

Reference DEXTERITY in The Player's Handbook and DEXTERITY in Player's Option: Skills and Powers.


CharShieldWPDlg.doc


Armor Proficiencies

A character can spend a weapon proficiency slot to buy the armor proficiency, which indicates that he has become used to wearing a protective shell. Unlike the shield proficiency, the armor proficiency does not improve armor class. Instead, it reduces the encumbrance penalties for the wearing of a particular kind of armor. Thus, a character who is fully proficient with the use of his plate mail, for example, can move around a lot more easily and quickly than can a character who does not have this proficiency.

A character with the armor proficiency suffers only half the normal encumbrance load of his armor. For example, full plate armor weighs 70 pounds. However, if a character is proficient with that type of armor, the armor has the encumbrance effect of only 35 pounds. Naturally, the armor retains its full weight for all other purposes—such as swimming!


Cost

This box shows the amount of character points left to spend and the cost of armor and shield proficiencies.


Shield Proficiencies

A weapon proficiency slot can be spent to gain a shield proficiency. Warriors can gain this proficiency by spending 1 slot; other characters must spend 2 weapon proficiency slots to become proficient in shield use. Obviously, a character must be able to use a shield to acquire this proficiency.

Shield proficiency improves a character's AC against one or more attacks per round from in front or from the side faced by the shield. This proficiency does not help against rear attacks or attacks coming from the flank opposite the shield.

Like other weapon proficiencies, the shield proficiency must be taken for a specific type of equipment—listed on Table 51: Shield Proficiency Effects. The bonuses conferred vary by the type of shield the character chooses, and are added to the normal AC benefits of carrying a shield. The Number of Attackers category indicates how many attacks, per round, the shield proficiency can help against. If a character with a buckler, for example, is attacked by three enemies at once, his shield proficiency will only benefit his AC against one of those attacks. The player should designate which enemy he will guard against before attack rolls are made.

Table 51: Shield Proficiency Effects

Shield Type	AC Bonus	#Attackers

Buckler	+1	One

Small	+2	Two

Medium	+3	Three

Body	+3/+4 vs. missiles	Four


Body Shield

The body shield is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.

Table 51: Shield Proficiency Effects

Shield Type	AC Bonus	#Attackers

Buckler	+1	One

Small	+2	Two

Medium	+3	Three

Body	+3/+4 vs. missiles	Four


Buckler

A buckler (or target) is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user's choice), improving the character's Armor Class by 1 against that attack.

Table 51: Shield Proficiency Effects

Shield Type	AC Bonus	#Attackers

Buckler	+1	One

Small	+2	Two

Medium	+3	Three

Body	+3/+4 vs. missiles	Four


Medium Shield

The medium shield is carried in the same manner as the small shield. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.

Table 51: Shield Proficiency Effects

Shield Type	AC Bonus	#Attackers

Buckler	+1	One

Small	+2	Two

Medium	+3	Three

Body	+3/+4 vs. missiles	Four


Small Shield

A small shield is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user's choice.

Table 51: Shield Proficiency Effects

Shield Type	AC Bonus	#Attackers

Buckler	+1	One

Small	+2	Two

Medium	+3	Three

Body	+3/+4 vs. missiles	Four


Your Character

Below is a list of your characters armor proficiencies. To remove a proficiency, highlight it and click on the left arrow.


Specialization

Press this button to go to a screen where you can select weapon specialization, weapon of choice, weapon mastery, weapon expertise, and unarmed combat specialization.


CharSpell.doc


Close

Press this button to return to the previous screen.


Copy into book

Known spells can be copied into a spell book.


Erase Spell

Highlight a spell in your spell book and press this arrow to remove the spell from the book.


Try to Learn

If a random roll equals the listed percentage (chance to learn) or less, the spell is learned.


Try to Learn

If a random roll equals the listed percentage (chance to learn) or less, the spell is learned.


Try to Learn

If a random roll equals the listed percentage (chance to learn) or less, the spell is learned.


Try to Learn

If a random roll equals the listed percentage (chance to learn) or less, the spell is learned.


Spell level

Select the level of the spells that you want to list in the All Spells box. All levels will be shown if zero level is selected. To further narrow the selection, select a school of magic. Only spells of the selected level and school will be listed.


School

The School drop down list box allows you to regulate which spells appear in the Known box.  Selecting ~All shows all spells.


Spell Book

A wizard's spell book can be a single book, a set of books, a bundle of scrolls, or anything else your DM allows. The spell book is the wizard's diary, laboratory journal, and encyclopedia, containing a record of everything he knows. Naturally, it is his most treasured possession; without it he is almost helpless.


Sphere

The Sphere drop down list box allows you to regulate which spells appear in the Known box.  Selecting ~All shows all spells.


Unlearn

Remove a spell from the learned list by clicking on the left arrow.


All Spells

This is a list spell at the specified spell level.


Spells Known

This is a list of the spells your character knows.


Chance to learn

This is the percentage probability that a wizard can learn a particular spell. A check is made as the wizard comes across new spells, not as he advances in level. To make the check, the wizard character must have access to a spell book containing the spell. If the player rolls the listed percentage or less, his character can learn the spell and copy it into his own spell book. If the wizard fails the roll, he cannot check that spell again until he advances to the next level (provided he still has access to the spell).


Maximum spell level

This number indicates the highest level spells the wizard can learn. This is based on the character's Intelligence/Reason ability score.   Spell levels are set in the Spell Level spin button box in the upper right of this screen.


Spells per level

This number indicates the maximum number of spells a wizard can know from any particular spell level. Once a wizard has learned the maximum number of spells he is allowed in a given spell level, he cannot add any more spells of that level to his spell book (unless the optional spell research system is used). Once a spell is learned, it cannot be unlearned and replaced by a new spell.


CharSpellsMemorize.doc


School of Magic

This wizard is a specialist in this school of magic.


Cast

To remove a spell from the list, highlight it and click this arrow.


Known

This is a list of the spells your character knows.


Slots Left

Number of slots left


Specialist Left:

These show the bonus spells available to certain characters.

The top Specialist Left: shows the number of bonus spells available from the school on the right. The lower Sphere Bonus: shows the number of bonus spells available from the sphere on the right. If no spells are available, the number will be 0.  If the character is not entitled to bonus sphere spells, "Does Not Apply" appears on the right.


Specialist Left:

These show the bonus spells available to certain characters.

The top Specialist Left: shows the number of bonus spells available from the school on the right. The lower Sphere Bonus: shows the number of bonus spells available from the sphere on the right. If no spells are available, the number will be 0.  If the character is not entitled to bonus sphere spells, "Does Not Apply" appears on the right.


Memorize

To add a spell to the list, highlight it and click this arrow.


Memorized

This is a list of the spells your character has memorized.


CharSpheres.doc


Major Access

Priest spells are divided into Spheres of Influence, which mirror the interests of the priest's deity. A priest either has Major or Minor access to a sphere. Major access means that a priest potentially can cast any spell in that sphere.


Minor Access

Priest spells are divided into Spheres of Influence, which mirror the interests of the priest's deity. A priest either has Major or Minor access to a sphere. Minor access indicates that the priest can cast only first- through third-level spells from that sphere.


Purchase minor and major access to spheres

Priest spells are divided into Spheres of Influence, which mirror the interests of the priest's deity. A priest either has Major or Minor access to a sphere. Major access means that a priest potentially can cast any spell in that sphere. Minor access indicates that the priest can cast only first- through third-level spells from that sphere.


CharSubabilities.doc


Close

Press this button to return to the previous screen.


Appearance

This determines the physical presence and attractiveness of the character. A character with a high Appearance score would be handsome or beautiful, perhaps even famous for outstanding looks (such as Helen of Troy).


Leadership

A character with a high Leadership often may be a group's leader, or at least its spokesman. Generals and those who can calm or incite a mob with a few words all have good Leadership scores.


Constitution

Ability score which generally indicates health. Unusually high or low constitution can impact hit points, rate of healing, resistance to poison, etc.

Reference CONSTITUTION in the Player's Handbook and CONSTITUTION in Player's Option: Skills and Powers.


Fitness

A character with a high Fitness score has great endurance and can suffer more damage than other characters while continuing to function. Characters with a high Fitness score (15+) receive bonus hit points.


Health

A character with a high Health score would seldom get sick and be little affected by allergies and other ailments. System Shock rolls are tied to Health and characters with extremely high (19+) Health receive a plus to save vs. poison.


Dexterity

Ability score which generally indicates a character's agility and coordination. Unusually high or low dexterity impacts armor class, attacks with missiles, etc. Prime requisite for thief. Reference

Reference DEXTERITY in the Player's Handbook and DEXTERITY in Player's Option: Skills and Powers.


Aim

A character with a high Aim score might be an expert marksman or a sleight-of-hand artist. Aim may be a modifier to picking pockets, opening locks, and hitting with missile attacks.


Balance

A character possessing a high Balance score may be an acrobat or a tightrope walker. Balance may provide a modifier to reaction adjustment, armor class, moving silently, and climbing walls.


Intelligence

Indicates how smart the character is. Prime requisite for mages. Determines number of languages/non-weapon proficiency slots. Indicates how many spells a wizard can learn, chance to learn a wizard spell, resistance to illusions, etc.

Reference INTELLIGENCE in the Player's Handbook and INTELLIGENCE in Player's Option: Skills and Powers.


Knowledge

This score is a measurement of the character's educational experiences—whether in a school or on the streets, his grasp of languages, and his memory capacity. A character with a high Knowledge score can speak many languages, knows something about several subjects, and can remember the slightest detail of a past event. Knowledge may modify the number of proficiencies the character can purchase and a mage's percent chance to learn a spell.


Reason

This ability defines how well a character handles new information. Reason sets the maximum level for spells a mage can learn, the maximum number of spells a mage can learn per level, and high Reason (19+) provides some magical immunities.


Muscle

The Muscle subability measures the sheer power a character can exert at a moment's notice. Muscle can be a modifier to THAC0 and weapon damage, and determines a character's chance to open doors and bend bars or lift gates.  Muscle also determines the maximum weight a character can press.


Stamina

The Stamina subability score determines muscle efficiency. Stamina is used to determine encumbrance which is a measure of how much weight the character can carry before movement is reduced.


Wisdom

Prime requisite for a cleric. Affects number of bonus clerical spells, chance of spell failure, and spell immunity and defense.

Reference WISDOM in the Player's Handbook and WISDOM in Player's Option: Skills and Powers.


Intuition

A character with a high Intuition score likely would be very perceptive and good at making educated guesses, and would be difficult to fool or lie to effectively. Intuition is important to priest characters as an Intuition of 12 or less means a chance a priest spell will fail and a high Intuition (13+) provides bonus priest spells.


Willpower

This score gauges a character's strength of will, ability to resist magical forces, and sense of commitment to a cause. A character with a high Willpower would be difficult to harm with mind-affecting magic spells, could be quite stubborn, and would resist interrogation. High (15+) or low (7-) Willpower provides adjustments to some saving throws. Very high Willpower (19+) provides some spell immunities.


Charisma

This ability reflects appearance and personality. It affects how others initial react to a character, a character's ability to persuade others to do his will, and the loyalty of the character's followers.

Reference CHARISMA in the Player's Handbook and CHARISMA in Player's Option: Skills and Powers.


CharSubRaceDlg.doc


Charisma

This ability reflects appearance and personality. It affects how others initial react to a character, a character's ability to persuade others to do his will, and the loyalty of the character's followers.

Reference CHARISMA in the Player's Handbook and CHARISMA in Player's Option: Skills and Powers.


Leadership

A character with a high Leadership often may be a group's leader, or at least its spokesman. Generals and those who can calm or incite a mob with a few words all have good Leadership scores.


Appearance

This determines the physical presence and attractiveness of the character. A character with a high Appearance score would be handsome or beautiful, perhaps even famous for outstanding looks (such as Helen of Troy).


Constitution

Ability score which generally indicates health. Unusually high or low constitution can impact hit points, rate of healing, resistance to poison, etc.

Reference CONSTITUTION in the Player's Handbook and CONSTITUTION in Player's Option: Skills and Powers.


Fitness

A character with a high Fitness score has great endurance and can suffer more damage than other characters while continuing to function. Characters with a high Fitness score (15+) receive bonus hit points.


Health

A character with a high Health score would seldom get sick and be little affected by allergies and other ailments. System Shock rolls are tied to Health and characters with extremely high (19+) Health receive a plus to save vs. poison.


Dexterity

Ability score which generally indicates a character's agility and coordination. Unusually high or low dexterity impacts armor class, attacks with missiles, etc. Prime requisite for thief. Reference

Reference DEXTERITY in the Player's Handbook and DEXTERITY in Player's Option: Skills and Powers.


Aim

A character with a high Aim score might be an expert marksman or a sleight-of-hand artist. Aim may be a modifier to picking pockets, opening locks, and hitting with missile attacks.


Balance

A character possessing a high Balance score may be an acrobat or a tightrope walker. Balance may provide a modifier to reaction adjustment, armor class, moving silently, and climbing walls.


Intelligence

Indicates how smart the character is. Prime requisite for mages. Determines number of languages/non-weapon proficiency slots. Indicates how many spells a wizard can learn, chance to learn a wizard spell, resistance to illusions, etc.

Reference INTELLIGENCE in the Player's Handbook

and INTELLIGENCE in Player's Option: Skills and Powers.


Reason

This ability defines how well a character handles new information. A character with a high Reason score would be good at solving riddles and puzzles, and would be talented at using deductive, logical thinking. Reason sets the maximum level for spells a mage can learn, the maximum number of spells a mage can learn per level, and high Reason (19+) provides some magical immunities.


Knowledge

This score is a measurement of the character's educational experiences—whether in a school or on the streets, his grasp of languages, and his memory capacity. A character with a high Knowledge score can speak many languages, knows something about several subjects, and can remember the slightest detail of a past event. Knowledge may modify the number of proficiencies the character can purchase and a mage's percent chance to learn a spell.


Strength

Prime requisite for a fighter. Can affect combat To Hit and damage numbers. Affects encumbrance, forcing door, lifting things, etc.

Reference STRENGTH in the Player's Handbook and STRENGTH in Player's Option: Skills and Powers.


Stamina

The Stamina subability score determines muscle efficiency. Stamina is used to determine encumbrance which is a measure of how much weight the character can carry before movement is reduced.


Muscle

The Muscle subability measures the sheer power a character can exert at a moment's notice. A character with a Muscle score higher than his Stamina score will look quite strong. Muscle can be a modifier to THAC0 and weapon damage, and determines a character's chance to open doors and bend bars or lift gates.  Muscle also determines the maximum weight a character can press.


Wisdom

Prime requisite for a cleric. Affects number of bonus clerical spells, chance of spell failure, and spell immunity and defense.

Reference WISDOM in the Player's Handbook and WISDOM in Player's Option: Skills and Powers.


Intuition

A character with a high Intuition score likely would be very perceptive and good at making educated guesses, and would be difficult to fool or lie to effectively. Intuition is important to priest characters as an Intuition of 12 or less means a chance a priest spell will fail and a high Intuition (13+) provides bonus priest spells.


Willpower

This score gauges a character's strength of will, ability to resist magical forces, and sense of commitment to a cause. A character with a high Willpower would be difficult to harm with mind-affecting magic spells, could be quite stubborn, and would resist interrogation. High (15+) or low (7-) Willpower provides adjustments to some saving throws. Very high Willpower (19+) provides some spell immunities.


CharWPFightingStyle.doc


Fighting Styles

This is a list of available fighting styles. To select one of them, double click on an item or highlight an item and click on the arrow.

Fighting styles represent broad categories of battle tactics that can be employed by characters. They are described in detail in the Combat and Tactics book. Even without that volume, however, players of the Skills and Powers  rules can spend weapon proficiencies on fighting styles, gaining some bonuses in battle.


Your Fighting Styles

This is a list of your character's fighting style specializations.


CharWeapMasterySPDlg.doc


Proficiencies

These are your characters weapon proficiencies. To improve a proficiency, highlight your choice and click the right arrow that is next to your specialization or mastery choice.


Clear

Press this button to clear the selection to the left.


Clear

Press this button to clear the selection to the left.


Clear

Press this button to clear the selection to the left.


Clear

Press this button to clear the selection to the left.


Expertise

Weapon expertise is a more limited version of weapon specialization. Unlike specialization, however, it is available to non-warriors. Before gaining weapon expertise, the character must be proficient in the use of the selected weapon. It may or may not already be the character's weapon of choice.


Mastery

Weapon mastery designates those characters who strive toward the ultimate level of skill with their weapon of specialization. Weapon masters are generally individuals of considerable reputation and note in their campaign worlds, often sought by younger characters for their knowledge. Many of these masters take apprentices, acting as mentors for the training and development of aspiring masters. Other weapon masters live solitary, even hermit-like lives, obsessing on some important task that will allow no interference from the rest of the world.


Specialization

A character receives extra bonuses for using a specific weapon by spending points on specialization.


Unarmed Combat

A character can choose to specialize in a type of unarmed combat—either punching (pummeling in the Combat and Tactics book), wrestling, or martial arts. Fighters, multi-classed fighters, and fighter subclasses can elect to specialize in unarmed combat. Like any other specialization, the type of unarmed combat chosen is the character's only area of specialization—he cannot also specialize in a weapon.


Weapon of choice

A character can designate a specific weapon as his favorite. He must be proficient with that weapon already, and even if the proficiency he possesses applies to an entire tight or broad group, the weapon of choice must be designated.


CharWeaponProficiencies.doc


Summary

If a weapon is selected in the list of available weapon proficiencies above, information about the weapon will be displayed here.


Summary

If a weapon is selected as a proficiency in the box above information about the weapon will be displayed here.


Help

Press this button to get information about this screen.


Your Character

Below is a list of your characters weapon proficiencies.


Specialization

Press this button to go to a screen where you can select weapon specialization, weapon of choice, weapon mastery, weapon expertise, and unarmed combat specialization.


Points Left

These are the number of character points not yet spent.


Points Left

These are the number of character points not yet spent.


Selections

Select from all weapon proficiencies, tight groups or broad groups. A list of the appropriate proficiencies will appear in the box below. To make a selection, click the down arrow and highlight your choice.


Shield and Armor

Press this button to go to a screen where you can select shield and armor proficiencies.


Fighting Styles

Press this button to go to a screen where you can select fighting style specialization.


CharRollMethods.doc


Charisma

This is the ability number which reflects how likable/persuasive the character is. Paladins require a charisma of at least 17.

Reference CHARISMA in The Player's Handbook

and CHARISMA in Player's Option: Skills and Powers.


Constitution

Ability score which generally indicates health. Unusually high or low constitution can impact hit points, rate of healing, resistance to poison, etc.

Reference CONSTITUTION in The Player's Handbook

and CONSTITUTION in Player's Option: Skills and Powers.


Next

Press this button to go to the next screen.


Dexterity

Ability score which generally indicates a character's agility and coordination. Unusually high or low dexterity impacts armor class, attacks with missiles, etc. Prime requisite for thief.

Reference DEXTERITY in The Player's Handbook

and DEXTERITY in Player's Option: Skills and Powers.


Back

Press this button to go back to the previous screen.


Roll

Press this button to roll the dice.


Strength

Prime requisite for a fighter. Can affect combat To Hit and damage numbers. Affects encumbrance, forcing door, lifting things, etc.

Reference STRENGTH in The Player's Handbook

and STRENGTH in Player's Option: Skills and Powers.


Wisdom

Prime requisite for a cleric. Affects number of bonus clerical spells, chance of spell failure, and spell immunity and defense.

Reference WISDOM in the Player's Handbook

and WISDOM in Player's Option: Skills and Powers.


Reset

Press this button to put the dice back in their starting slots.


Roll

The dice below can be moved to the empty slots to the left by clicking on them and dragging them to an empty slot. When all of the dice have been moved, press the "Roll" button at the bottom of the screen to roll for ability scores.


Intelligence

Indicates how smart the character is. Prime requisite for mages. Determines number of languages/non-weapon proficiency slots. Indicates how many spells a wizard can learn, chance to learn a wizard spell, resistance to illusions, etc.

Reference INTELLIGENCE in the Player's Handbook

and INTELLIGENCE in Player's Option: Skills and Powers.


Maximum score

This is the highest ability score allowed based on a 2d6 roll. The 2d6 result is found on the chart below.

Point Generation

2d6 roll	Points	Maximum

2	68	18

3	70	18

4	72	17

5	72	18

6	74	17

7	74	18

8	76	17

9	76	16

10	78	16

11	78	15

12	80	15


Points Available

This is the total number of points available to be divided among ability scores. A player rolls 2d6 to randomly determine the number of points that can be divided among his character's six abilities and the maximum score of each ability. The 2d6 result is found on the chart below.

Point Generation

2d6 roll	Points	Maximum

2	68	18

3	70	18

4	72	17

5	72	18

6	74	17

7	74	18

8	76	17

9	76	16

10	78	16

11	78	15

12	80	15


Reset

Press this button to set the points to starting amounts.


EncounterFreqTableDlg.doc


Delete

Press this button to delete the selected encounter.


Edit

Press this button to edit the treasure bundle.


Help

Press this button for information about this screen.


View

Press this button to see print preview of the selected encounter.


New

Press this button to create a new encounter.


Print

Press this button to print the selected encounter.


CharWhichSkills.doc


Psionics

Press this button to go to a screen where you can add psionics to your character.


Rogue Skills

Press this button to go to a screen where you can add rogue skills to your character.


Learn and Scribe Spells

Press this button to go to a screen where your character can learn spells.


Memorize Spells

Press this button to go to a screen where your character can memorize spells.


Wild Talents

Press this button to go to a screen where you can give your character wild talents. A character must have the trait, Wild Talents.


Your Wild Talents

Your character's wild talents will appear in this box.


Roll

Press this button to get a random wild talent.


Summary

This is information about the wild talent selected in the box above.


CharSchoolsDlg.doc


Available

This is a list of available choices for your character. Highlight an item and use the arrows to give it to your character or to remove it.


Points Left

These are the number of character points not yet spent.


Points Left

These are the number of character points not yet spent.


Taken

These are the schools to which this character has access. To remove a school, highlight it and then left click on the left arrow.


Access to schools

 It costs 5 points per school to which the wizard has access. For example, if a wizard wanted to have access to six schools, the cost would be 30 character points. Normally, wizards spend 40 points to cast spells from the eight standard schools: abjuration, alteration, conjuration/summoning, enchantment/ charm, divination, illusion/phantasm, invocation/evocation, and necromancy. Note that the spells that make up the optional schools of alchemy, geometry, and elemental magic (from the Tome of Magic) are generally included in the standard schools of magic.


TableRollsDlg


Books

Select a book by clicking the down arrow in the box below Books and highlighting your choice.


Tables

A list of possible tables that are in the above book will appear in the Tables list. Left mouse click over the table on which you want to roll. Then click the Roll button (or double click over the item). A new screen will appear with the result.


Roll

After selecting the table on which you want to roll, press this button to get the results.


Close

Press this button to return to the previous screen.


Help

Press this button to get information about this screen.


NPC Generation

Press this button to create a Non Player Character. You can select the level, race and class. The program will then generate the NPC. You will then be allowed to customize it as you would a player character. You may also generate NPC groups and create encounters with them.


Climate and Terrain

The button brings you to a screen where you can filter monsters by the climate and terrain that they frequent.


Edit

This button allows you to access and change the information for the selected monster in the Monsters scrolling list box.


All Classes

Select this button if you want to select a class that is not supported by the rules


Help

Press this button to get information about this screen.


Selections

This is a list of available armor proficiencies. To select one double click on it or select it and click on the arrow.


Add

To add an item to the treasure bundle, select that item in the right list box and then select the Add arrow.

Note: You must first select a treasure type by clicking on the arrow in the box above the right list box and highlighting one of the options. This will fill the box with appropriate items.


Remove

To remove an item from the treasure bundle, select that item in the left list box and then select the Remove arrow.


Nonweapon Proficiencies

The most detailed method for handling character skills is that of non-weapon proficiencies. These are much like weapon proficiencies. Each character starts with a specific number of non-weapon proficiency slots and then earns additional slots as he advances. Initial slots must be assigned immediately; they cannot be saved or held in reserve.


NPCdlg


Selected NPC

The class or classes selected are listed here. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.


Select a class

The allowed classes for the selected race appear in this listbox. Select the class you want for the NPC and that class (or classes) appear in the "Class" boxes on the right of the screen. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.

If you want the NPC to be a class that is not supported by the rules, select the "Select from ALL classes" button.


Selected NPC

The class or classes selected are listed here. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.


Selected NPC

The class or classes selected are listed here. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.


Ability Scores

Press this button to view the rolled ability scores for the new NPC.


Select a class

The allowed classes for the selected race appear in this listbox. Select the class you want for the NPC and that class (or classes) appear in the "Class" boxes on the right of the screen.

If you want the NPC to be a class that is not supported by the rules, select the "Select from ALL classes" button.


Select a Race

The radio buttons allow you to choose from either the Standard Races (Dwarf, Elf, Gnome, Half-elf, Halfling, and Human for Core Rules plus Half-Orc and Half-Ogre for Player's Option), or All Races (custom and nonstandard races). Select the race you want your NPC to be from the drop down list box.


Create NPC

After you have selected a race and class and have set the level for the NPC, press this button to create the NPC. You will be taken to the City Screen where you can view and adjust the NPC just as you would a player character.


Select a Race

The radio buttons allow you to choose from either the Standard Races (Dwarf, Elf, Gnome, Half-elf, Halfling, and Human for Core Rules plus Half-Orc and Half-Ogre for Player's Option), or All Races (custom and nonstandard races). Select the race you want your NPC to be from the drop down list box.


Select a Race

The radio buttons allow you to choose from either the Standard Races (Dwarf, Elf, Gnome, Half-elf, Halfling, and Human for Core Rules plus Half-Orc and Half-Ogre for Player's Option), or All Races (custom and nonstandard races). Select the race you want your NPC to be from the drop down list box.


Help

Press on this button to get information about this screen.


Help

Press this button to get information about this screen.


Close

Press this button to return to the previous screen.


TreasureLstDlg


Import

This button allows you to take a treasure bundle that was exported from another database and add it to your database.  This allows users to share their custom treasure bundles.


Export

This button allows you to take a treasure bundle from your database and allow it to be added to another database. It allows you to provide copies of your custom treasure bundles to other people.


Copy

Press this button to return to the screen where the highlighted treasure bundle was created. You will need to save the bundle and close the screen to return to this screen.


Print

Press this button to see a print preview of the highlighted treasure bundle.


New

Press this button to go to another screen to roll a new treasure bundle.


Delete

Highlight a treasure bundle in the list to the left and Press this button to delete the bundle.


Saved Treasure Bundles

This is a list of all the treasure bundles created and saved in Roll Treasure. Highlight a treasure bundle before selecting Edit, Copy, Delete or Print. If there are no treasure bundles saved, you can select New and make one.


Treasure

Press this button to access the treasure tables, custom treasure bundles.


Options

The Options drop down list box allows you to select which treasure bundles are shown in the scrolling list box below it. The categories are Standard (bundles which shipped with the program), Custom (bundles which have been added to the program database), and All (Standard and Custom bundles).


Unknown Pages


Roll Results

Below are the rolls that were made for you on the selected table. To roll again on the same table, press the ReRoll button.


Help

Press this button to get information about this screen.


Help

Press this button to get information about this screen.


Help

Press this button to get information about this screen.


Help

Press this button to get information about this screen.


Help

Press this button to get information about this screen.


Help

Press this button to get information about this screen.


Help

Press this button to get information about this screen.


Select from ALL Classes

Select this button if you want the NPC to be a class that is not supported by the rules


Help

Press this button to get information about this screen.


Hit Dice

Use these edit boxes to enter the hit dice range for the monsters to be used in the current table. The left edit box will contain the minimum number of hit dice and the right list box will contain the maximum number of hit dice.


Next image

If the currently selected monster type has more than one picture available, this button is active and may be used to display the different pictures.


Help

Press this button to get information about this screen.


Help

Press this button to get information about this screen.


Selected NPC

The class or classes selected are listed here. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.


Selected NPC

The class or classes selected are listed here. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.


Selected NPC

The class or classes selected are listed here. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.


Selected NPC

The class or classes selected are listed here. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.


Selected NPC

The class or classes selected are listed here. Note that the default level for each class is 1.  You can use the spin buttons to set each class level anywhere from 0 to 100.


Help

Press this button to get information about this screen.


Convert Player Characters/NPCs

Press this button to convert the selected file and move it to a new list. Player characters will be moved to the NPC list under DM Toolkit where they can be placed in encounters. NPCs will be moved to the Player Character list which can be accessed from the starting screen under Character.


EncounterFreqTableObDlg


Dice Roll 2

Very rare frequency.


Dice Roll 3

Very rare frequency.


Dice Roll 4

Very rare or rare frequency (DM's choice).


Dice Roll 5

Rare frequency.


Dice Roll 6

Rare frequency.


Dice Roll 7

Uncommon or choice of two very rare creatures, 50% chance of each..


Dice Roll 8

Uncommon or choice of two very rare creatures, 50% chance of each..


Dice Roll 9

Common or choice of two rare creatures, 50% chance of each.


Dice Roll 10

Common or choice of two rare creatures, 50% chance of each.


Dice Roll 11

Common or choice of two rare creatures, 50% chance of each.


Dice Roll 12

Common or choice of two rare creatures, 50% chance of each.


Dice Roll 13

Common or choice of two rare creatures, 50% chance of each.


Dice Roll 14

Uncommon or choice of two very rare creatures, 50% chance of each..


Dice Roll 15

Uncommon or choice of two very rare creatures, 50% chance of each..


Dice Roll 16

Rare frequency.


Dice Roll 17

Rare frequency.


Dice Roll 18

Very rare or rare frequency (DM's choice).


Dice Roll 19

Very rare frequency.


Dice Roll 20

Very rare frequency.


OK

Press this button to save your work and return to the previous screen.


Generate

Selecting this button will cause the program to generate an encounter for the selected monster.  The monster may be selected either via the Roll button (randomly by the program) or you may select a particular monster by left clicking on the radio button to that monster's right.


Roll

Selecting this button will cause the program to select one monster from the list of monsters at the left of the screen. This button is only active if the monsters slots on the left of the screen have been filled.


Cancel

Selecting this button returns you to the previous screen without saving your table.


Filter

Selecting this button brings up a page where you can further filter the table monsters based on their type (All, Standard, or Custom), Hit Dice, Climate & Terrain, and for a Lair and/or Wandering encounter.


Fill

Selecting this button sill fill the 19 encounter slots (left of screen) with monsters according to how you have configured the table.


Name

This is the name of the encounter that is being edited.

Immediately below the Name edit box is a drop down list box.  Use this box to select monsters for your table based on their frequency.

Below the rarity filter is a scrolling list box that contains the monsters available for use on your table.  This list is dependent on how the rarity and other filters are set.


EncounterFreqTableFilterDlg


Lair and/or Wandering

Use this drop down list box to determine if you want to generate wandering encounters, lair encounters, or lair and/or wandering encounters.


Database

Use this drop down list box to select which types of monsters will be included in the current table: All, Standard, or Custom.


MonsterCusMondlg


New

Press this button to create a new encounter.


New

Press this button to create a new monster type.


Search

The Search box allows you to quickly locate a monster by typing its name in the box.

If a match is found, the program will automatically select that monster in the scrolling list box.  Otherwise, it will select the monster whose name is closest to the one entered.


Options

The Options drop down list box allows you to select which monsters are shown in the scrolling list box below it. The monster categories are Standard (monsters which shipped with the program), Custom (monsters which have been added to the program database), and All (Standard and Custom monsters).


Full Screen

This button permits you to display a full-screen image of the selected monster types. It may be used by DMs to show players what a monster looks like.  The monster's name is not displayed.


Print

Press this button to print the selected monster.


View

Press this button to view the selected monster.


Export

This button allows you to take a monster from your database and allow it to be added to another database. It allows you to provide copies of your custom monster to other people.


Import

This button allows you to take a monster that was exported from another database and add it to your database.  This allows users to share their custom monsters.


Import

This button allows you to take a monster that was exported from another database and add it to your database.  This allows users to share their custom monsters.


Copy

This button brings up an exact copy (excluding the name) of the selected monster in the Monsters scrolling list box.  This option is useful to quickly make a number of similar monsters.


Edit

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button will allow you to change information for the selected Custom monster type.  You will not be able to edit Standard monster types.


Monsters

The lower left of the screen manages the Monsters for the various monster types.


Monster Types

The upper left area of the screen shows the Monster Types information.  Each encounter is based on a monster type. There may be more than one encounter for a monster type. Most monster types will have both a lair and a wandering encounter.


Remove

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button deletes the selected Custom monster type from the database.  You will not be able to remove Standard monster types.


Options

The Options drop down list box allows you to select which monster types are shown in the scrolling list box below it. The monster type categories are Standard (monsters which shipped with the program), Custom (monsters which have been added to the program database), and All (Standard and Custom monsters).


Full Screen

This button permits you to display a full-screen image of the selected monster types. It may be used by DMs to show players what a monster looks like.  The monster's name is not displayed.


MonsterEncPlateDlg


Templates

The lower left of the screen manages the Encounter Templates for the various monster types.


Copy

This button brings up an exact copy (excluding the name) of the selected encounter template in the Templates scrolling list box.  This option is useful to quickly make a number of similar templates.


Remove

Selecting this button deletes the currently selected template from the database.


Options

The Options drop down list box allows you to select which templates are shown in the scrolling list box below it. The template categories are Standard (templates which shipped with the program), Custom (templates which have been added to the program database), and All (Standard and Custom templates).


Create

This button takes you to a screen where you can create encounters. You can only create an encounter if a template for that encounter already exists.


Print

This allows you to printout the information for the currently selected template.


View

This allows you to see a print preview of the printout for the currently selected template.


Templates

The lower left of the screen manages the Encounter Templates for the various monster types.


Import

This button allows you to take an encounter template that was exported from another database and add it to your database.  This allows users to share their custom templates.


Export

This button allows you to take an encounter template from your database and allow it to be added to another database. It allows you to provide copies of your custom templates to other people.


New

This button allows you to create a new encounter template for the selected monster in the upper (Monster Types) scrolling list box.


Edit

This button allows you to access and change the information for the selected encounter template in the Encounters scrolling list box.


EncounterMonstersDlg


New

Press this button to create a new encounter.


New

Press this button to create a new monster type.


Search

The Search box allows you to quickly locate a monster by typing its name in the box.

If a match is found, the program will automatically select that monster in the scrolling list box.  Otherwise, it will select the monster whose name is closest to the one entered.


Print

This allows you to printout the information for the currently selected encounter.


View

This allows you to see a print preview of the printout for the currently selected encounter.


Copy

This button brings up an exact copy (excluding the name) of the selected encounter in the Encounters scrolling list box.  This option is useful to quickly make a number of similar encounters.


Edit

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button will allow you to change information for the selected Custom monster type.  You will not be able to edit Standard monster types.


Encounters

The lower left of the screen manages the Encounters for the various monster types.


Monster Types

Each encounter is based on a monster type. There may be more than one encounter for a monster type. Most monster types will have both a lair and a wandering encounter.


Options

The Options drop down list box allows you to select which monster types are shown in the scrolling list box below it. The monster type categories are Standard (monsters which shipped with the program), Custom (monsters which have been added to the program database), and All (Standard and Custom monsters).


Full Screen

This button permits you to display a full-screen image of the selected monster types. It may be used by DMs to show players what a monster looks like.  The monster's name is not displayed.


Import

This button allows you to take an encounter that was exported from another database and add it to your database.  This allows users to share their custom encounters.


Next image

If the currently selected monster type has more than one picture available, this button is active and may be used to display the different pictures.


Encounters

The lower left of the screen manages the Encounters for the various monster types.


Export

This button allows you to take an encounter from your database and allow it to be added to another database. It allows you to provide copies of your custom encounters to other people.


Options

The Options drop down list box allows you to select which encounters are shown in the scrolling list box below it. The encounter categories are Standard (encounters which shipped with the program), Custom (encounters which have been added to the program database), and All (Standard and Custom encounters).


Remove

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button deletes the selected Custom monster type from the database.  You will not be able to remove Standard monster types.


New

Press this button to create a new monster type.


Remove

Selecting this button deletes the currently selected encounter from the database.


New

This button allows you to create a new encounter for the selected monster in the upper Monster Types scrolling list box.


Edit

This button allows you to access and change the information for the selected encounter in the Encounters scrolling list box.


?


Remove

This button is only active when a Custom monster type is selected in the scrolling list box. Left clicking on this button deletes the selected Custom monster type from the database.  You will not be able to remove Standard monster types.


New

This button allows you to create a new monster for the selected monster type in the upper (Monster Types) scrolling list box.


Table Rolls

Press this button to roll on various roll tables.


Campaign Mapper

Select this button to create a map using the Campaign Mapper program.


Map Maker

Select this button to create a map using the Map Maker program.


Reroll

Press this button to reroll on the previously selected table.


Roll for wild talents

The program will randomly select a wild talent for you.


Import

This button takes you to a screen where you can take custom items that were exported from another database and add them to your database.  This allows users to share their custom items.


Export

This button takes you to a screen where you can take custom items from your database and allow them to be added to another database. It allows you to provide copies of your custom items to other people.


Other Custom Information

Press this button to go to a screen where you can create custom races, psionic powers, wizard and priest spells, magic items, weapons, armor and equipment.


Character Sheet Options

Selections:

Put a check next to the items that you want to include on your character sheet.

Block style:

None: if this box is selected, no boxes will appear around text.

Light:  If this box is selected, the boxes around the text will be light.

Medium:  If this box is selected, the boxes around the text will be medium.

Thick:  If this box is selected, decorative lines will be appear around the text groups.


Add one to score

Selecting the ability score to increase by one.


 #Nonweapon Proficiency Bonus

Select which NWPs get a bonus to their score.  This is chosen from the recommended NWPs for the given kit.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous menu without saving your work.


Free Nonweapon Proficiency

Select a single NWP that will be free (have no Character Point cost). This is chosen from the recommended NWPs for the given kit.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous menu without saving your work.


Nonweapon Proficiency Bonus

Select which NWPs get a bonus to their score when the user selects this kit.

OK

Selecting this button saves your work and returns you to the previous window.

Cancel

Selecting this button returns you to the previous menu without saving your work.


Test for Wild Talents

Testing for wild talents involves risk. The test must be performed when a character is created, when a character's Wisdom score increases, when psionics are introduced into a campaign, or the first time a character receives psychic surgery.


Convert CoreRules 1 characters  to CoreRules 2

The AD&D Core Rules CD-ROM version 1.5 characters the program has located are displayed in the Core Rules data found box on the left.  To convert all these characters to a format compatible with this program, select the Convert All button.  To convert one particular character, first left click on that character and then select the Convert button.

When the characters are converted, they are added to the program's database.  Player characters may be accessed using the Update button in the Characters section.  Non-player characters may be accessed using the Update button in the NPC section of the DM Toolkit

It is a good idea to use Update to examine these characters to ensure the conversion operated in a manner acceptable to you.

Note: It is possible to have several characters with the same name. If you convert your character more than once, it will be listed multiple times in the character list.

To return to the main program, left click on the Close button.


Convert CoreRules 1 data  to CoreRules 2

The AD&D Core Rules CD-ROM version 1.5 records the program has located are displayed in the Core Rules data found box on the left.  To convert all these to a format compatible with this program, select the Convert All button.  To convert one particular record, first left click on that record and then select the Convert button.

When a record is correctly converted, it is moved into the Converted box on the upper right. If the data is not correctly converted, it is moved into the Not Converted box on the lower right.

It is a good idea to examine these records to ensure the conversion operated in a manner acceptable to you. These records may be accessed from within the DM Toolkit. Go to the section of the toolkit which deals with the type of information which has been converted and examine the conversion there, usually by using and Edit button.

Note: Where more than one record has the same name. Conflicts can occur. This may require you to hand enter the information using a New button in the DM Toolkit.

To return to the main program, left click on the Close button.


Convert CoreRules 1 monsters to CoreRules 2

The AD&D Core Rules CD-ROM version 1.5 monsters the program has located are displayed in the Core Rules data found box on the left.  To convert all these to a format compatible with this program, select the Convert All button.  To convert one particular monster, first left click on that monster and then select the Convert button.

When a monster is correctly converted, it is moved into the Converted Monsters box on the upper right. If the monster is not correctly converted, it is moved into the Not Converted box on the lower right.

It is a good idea to examine these monsters to ensure the conversion operated in a manner acceptable to you. These monsters may be accessed from within the DM Toolkit. To do this, go to the Monsters and Encounters/Monster section of the toolkit, select the converted monster, and then select the Edit button

Note: Where more than one monster has the same name. Conflicts can occur. This may require you to hand enter the information using a New button in the DM Toolkit.

To return to the main program, left click on the Close button.


Character Sheet Options

This popup allows you to customize your character printout.  The top drop down list box allows you to select from three different border styles: none, normal, and thin.

The left scrolling list box contains the different information that may be placed in your printout. The right list box contains the information that is currently in the printout and in the order in which it will appear. To change an item's order, left click on it and then left click on either the Up or Down button. The item will move within the list box in the direction indicated by the selected button.

Unless a page break is inserted, the program will print information on a page until it runs out of room.  It will then stop printing on that page and then start printing on the next page.  When the program encounters a page break, it will stop printing on that page and begin printing any additional information on the next page.

To exit this popup without saving your work, select the Cancel button.

To save your wok and exit, select the OK button.


Conversion Categories

Select the category of items you want to convert by left clicking on that item in the list box. To convert those items, left click on the Convert… button.

To return to the main program, left click on the Close button.


Select an Image

This screen allows you to assign a graphic image to a custom item.  The list of the available image files is displays in the Images list box. When one of these is selected, its image is displayed on the right.

To assign an image, select the file in the list box and then select Close.

Note: this option is not available to subraces.


Racial weapon of focus

This character race allows you to choose a weapon during character creation that will provide a +1 bonus to attack rolls. Press this button to select a weapon.


Dual Class

When updating a human character, this button appears.  It allows you to add another class to the character. Generally, the character must have 17 or higher scores in the prime requisites for the class he is adding.


HTML/RTF

Select this button to save the selected character as an HTML (Hypertext Markup Language), RTF (Rich Text Format), or TXT (Text) file.


Browse

Press this button to locate a portrait on your computer that is not included in the above sequence.


Psionic Attack and Defense bonus proficiencies

To select psionic attack and defense proficiencies for a character, left click on the desired proficiency in the left list boxes and then left click on the right-pointing arrow.

These attack and defense proficiencies are used in psionic combat. Right click on a proficiency to get more information about it.

First and second level psionicists are allowed one attack and one defense proficiency. Third and fourth level psionicists are allowed two attack and two defense proficiencies. Fifth and sixth level psionicists are allowed three attack and three defense proficiencies. Seventh and eighth are allowed four attack and four defense proficiencies. Ninth and higher level psionicists are allowed five attack and five defense proficiencies.

Player's Option psionicists can get defense proficiencies as if they were two levels higher by purchasing Mental Defense (class ability) for 10 points.

Player's Option psionicists must have Contact (class ability) in order to select attack proficiencies (Core Rules psionicists receive contact as a free proficiency). PO psionicists can get attack proficiencies as if they are two levels higher by purchasing Contact for 10 points.


Psionic Attacks and Defenses

Press this button to select psionic attack and defense bonus proficiencies for this character.


Attacks Taken

These are the psionic attack bonus proficiencies that have been selected for this character. To remove an attack mode, left click on the mode in this list box and then left click on the left-pointing arrow.


Attacks

To select psionic attack bonus proficiencies for a character, left click on the desired modes in the left list box and then left click on the right-pointing arrow.


Defenses Taken

These are the psionic defense bonus proficiencies that have been selected for this character. To remove a defense mode, left click on the mode in this list box and then left click on the left-pointing arrow.


Defenses

To select psionic defense bonus proficiencies for a character, left click on the desired modes in the left list box and then left click on the right-pointing arrow.


Close

Press this button to return to the previous screen.


Import

This screen allows you to import custom files (.xpt) which have been exported by the program (normally someone else's program). You should first select these import files by using the browser provided on the previous screen.

The list of possible items to be imported is displayed in the top right list box. To import a selected item, left click on it and then left click on the Import Item button. To import all items in the list box, left click on the Import All button.

If you are importing an item with a name already in the database, that item will be displayed in the Replace these items list box. Importing the new item will replace the existing one.


Parts

This window permits you to create custom armor, weapons, and other items and equipment. It also permits you to edit information for these custom items.

The drop down list box at the center top of the window allows you to filter the displayed information.  The All selection displays everything in the database.  The two other selections are Standard (shows only the information shipped with the product) and Custom (shows only the information added to the database).

As a further filter, if the Magic Only box is checked (bottom of popup), only magic items are displayed.

Select the Type:

This list box shows the different custom parts categories.  When one of these is selected (left click), the individual items in that category are shown in the List of Parts list box.

Note: Select Weapons in Select the Type to create new weapon proficiencies.

List of Parts:

When a custom item is selected in the List of Parts, all buttons to the right of that box (New…, Edit…, Copy, and Delete) are active.  If a standard item is selected in the List of Parts, only the New and Copy buttons are active. If no item is selected, only the New… button is active.

New

When this button is selected, a popup menu appears that allows you to create a new item for the selected category in the Select the Type list box.

Edit…

This button is only active when a Custom item is selected in the List of Parts list box. Clicking this button allows you to edit the information for the selected custom item. Standard items cannot be edited.

Copy

Clicking this button provides a copy of the information for the item selected in the List of Parts list box, excluding the name. You may use this option to quickly create similar items.  You may also use this option to modify a Standard item, provided you save the modified information under a different name. Note: There are some Class Abilities which cannot be copied.

Delete

Clicking this button will delete the custom item selected in the List of Parts list box from the database. Standard items may not be deleted.

Close

Clicking this button closes the Parts window and returns you to the Custom Database screen.


Racial weapon of focus

This character race allows you to choose a weapon during character creation that will provide a +1 bonus to attack rolls. Select a weapon from the list on the left of the screen and then click on the Add-> button.


Roll and Generate

Selecting this button allows you to generate an encounter from the table selected in the left list box.


Nonplayer Characters in this Encounter

This screen allows you to add and delete NPCs from the template and to edit certain information about the NPCs for the template.

NPCs associated with this Encounter Template

This box displays all NPCs included in the current encounter template.

Add…

This button provides access to a screen where you can create an NPC to add to this template.

Properties…

This button allows you to specify certain information for the NPC selected in the list box.

Delete…

Selecting this button deletes the NPC selected in the list box from the current encounter template.

Close

Selecting this button saves your work and returns you to the previous window.


 Class Group Rogue

Check boxes

A number of check boxes appear in this area. If a box is checked, the bonus, penalty, or condition to the right of that box will be applied to characters of this class.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Class Group Warrior

Enter the maximum…

If there is a maximum amount of gold characters of this class are allowed to keep, enter that number in this list box.

Check boxes

A number of check boxes appear in this area. If a box is checked, the bonus, penalty, or condition to the right of that box will be applied to characters of this class.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Class Group Priest

Check boxes

A number of check boxes appear in this area. If a box is checked, the bonus, penalty, or condition to the right of that box will be applied to characters of this class.

Turn undead as if…

If the number in this box is greater than 0, characters of this class will turn undead as if they were clerics that many levels higher than their level in this class. A character must have the ability to turn undead for this modifier to apply.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Class Group Wizard

Check boxes

The top two check boxes allow you to limit the characters of this class ability to wear armor. If the "Is a Specialist…" box is checked, the program will apply the rules for specialist wizards to characters of this class.

Wizards may not cast spells…

This button will take you to a screen where you can select spells which characters of this class cannot cast.

Non-standard bonuses…

This button is only active if the "Is a Specialist…" box is checked.  The button will take you to a screen where you can assign bonuses or penalties to learn spells from the selected schools.

Specialist School:

This drop down list box is only active if the "Is a Specialist…" box is checked. It allows you to choose the specialist school for characters of this class.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Class Group Psionicist

Check boxes

A number of check boxes appear in this area.  Check the statements that you want to include for this class.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Classes

Note:  After you create a class, you need to assign it to a race before it will be available to your characters. To assign it to a race, select the Custom Races button on the Custom screen, select a race you want to assign it to, and select the Allowed Classes… button.

Warning: there is a significant amount of information to be entered for a class.  If you are creating a custom class that is similar to an exiting class, we recommend that you Copy the exiting class and use it as the basis for the new class. If you make a class using the New button on this screen, we recommend you seriously consider using the Auto Fill… buttons in the Levels… and More… portions of custom class creation.

The filter drop down list box allows you to select which classes are shown in the list box below it. The classes categories are Standard (classes which shipped with the program), Custom (classes which have been added to the program database), and All (Standard and Custom classes).

New

When this button is selected, a popup menu appears that allows you to create a new class.

Edit…

This button is only active when a Custom class is selected in the Classes list box. Clicking this button allows you to edit the information for the selected custom class. Standard classes cannot be edited.

Copy

Clicking this button provides a copy of the information for the class selected in the Classes list box, excluding the name. You may use this option to quickly create a similar class.  You may also use this option to modify a Standard class, provided you save the modified information under a different name.

Delete

Clicking this button will delete the custom class selected in the Classes list box from the database. Standard items may not be deleted.

Close

Clicking this button closes the Classes window and returns you to the Custom Database screen.


 Class Editor

Important: After creating a custom class, use the Custom Races option (Custom screen – two screens back) and the Allowed Classes… button to specify which races can use the new class.  Otherwise, the new custom class will not appear as an option in character creation.

Name

Enter a name for this class. It must be unique in the database and no more than 18 characters long.

Character Points (Starting)

Enter a number here. This is used when creating a character using Player's Option rules.

Select a Group

Click on the radio button for the class group to which you want this class to belong.  Clicking on the buttons (Warrior, Rogue, Priest, or Wizard) will bring up dialog boxes that will allow you to assign certain advantages or disadvantages for that group to your custom class.

Buttons

Pressing one of the buttons will send you to a screen where you can make further adjustments to this class.

Ability Scores… Allows you to set the prime requisites and minimum ability scores for the class. Also allows you to specify exception strength information.

Alignment… Allows you to specify the alignments permitted to this class.

Weapons… Allows you to specify the weapons permitted this class.

Armor… Allows you to specify the armor permitted this class.

Major Spheres… Allows you to specify the spheres characters of this class can have major access to (generally intended for priest class group).

Minor Spheres… Allows you to specify the spheres characters of this class can have minor access to.

Magical Items… Allows you to specify the types of magical items characters of this class are permitted to use. Note: if the Allow any magical Item box is checked, characters of this class will be permitted to use any magical item.

Req. Profs… Allows you to specify any non-weapon proficiencies characters of this class are required to purchase.

Bonus Profs… Allows you t specify any non-weapon proficiencies characters of this class will be given for free.

Crossover Penalty… Allows you to specify if characters of this class can purchase non-weapon proficiencies out of their class group without paying a penalty.

Levels… Allows you to specify detailed, level-by-level information (THAC0, Saving Throws, Spell Progression, bonuses, etc.) for this class.

Class Abilities… Allows you to select the class abilities which may be purchased by Player's Option characters for this class.

More… Allows you to specify general information for this class such as hit dice used, character points and slot available, access to magic schools, default class abilities, etc.

Description… Allows you to enter text information about the class.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Class Abilities

The abilities that appear in the Selected Abilities list box are the ones Player's Option characters may purchase during character generation.

Add ->

To assign an ability to the class, select the ability in the Available Abilities list box and click this button.

<- Remove

To remove an ability that has been assigned to the class, select that ability in the Selected Abilities list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Alignments Allowed

Check the alignments that are allowed for this class.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Level Details

This dialog box, and its associated boxes, allow you to specify level-by-level information for characters of this class for levels one through 100.

Since this may require a considerable amount of work, you might want to use the Auto Fill… option. This option allows you to set all of the level information to be the same as a selected class.

Use the Level: spin button to set the desired class level. The information displayed is for the class at that level. Enter information as follows:

Max Level: Enter the highest level (up to 100) characters of this class can reach.

Required XP: enter the minimum XP required to reach this level in this class.

THACO: Enter the THAC0 for this level.

AC: If characters of this class have a different AC at this level than their base AC, enter the appropriate AC number here.

Attacks Per Round: Enter the correct melee attacks per round for this level here.

Maximum: Enter the maximum number of melee attacks per round here.

Saving Throws: Enter the saving throw number for characters of this level in each category in the edit boxes.

Spell Progression by Level: Enter the correct number of spells available for each spell level in the corresponding box for a character of the class level appearing in the Level: spin button box. Alternate spell progression may also be entered here.

If characters of this level receive free spells at this level (from Free Spells button), those are shown in the Free Spell Summary box.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


More…

Hit Points… This sets the hit dice, with any adjustment, used to generate hit points for characters of this class.

Starting HP =: The first edit box contains the number of dice used to generate hit points for a character.  The second edit box (after the "d") contains the size of the dice used to generate hit points.  The next edit box (after the "+") contains the number of dice used to generate a bonus to the starting hit points and the next edit box (after the second "d") contains the size of the dice used to generate the bonus. The final edit box on this line (after the second "+") contains the number which is to be added to the generated, modified hit points as a bonus. Example: 1d8+1d2+1 would have the program generate a number from 1 though 8 for the hit points, add a number from 1 through 2 as a bonus and then add an additional 1 bonus to determine the beginning hit points for characters of this class. The bonuses only apply to beginning characters.  The number and size of hit die apply to characters of this class whenever they advance a level (until they reach the level limit indicated by the Maximum hit dice rolled box).

Do not average HPs if multiclass: If this box is checked, the character will receive full HPs when multi-class characters advance a level in this class.  The HPs will not be divided by the number of classes the character has.

Maximum hit dice rolled: The number in this edit box sets the maximum number of hit dice which will be rolled for this character. In effect, it sets the level at which characters of this class cease to receive additional HP from dice rolls. Once this level is reached, characters of this class receive a number of hit points per level equal to the number in the Hit Point Adds: edit box (plus any applicable Con bonuses).

Bonus Points at each level: This edit box contains the number of additional hit points a character of this class receives each time it advances a level.

Hit Point Adds: This is the number of hit points characters of this class receive when they advance levels after they have reached the Maximum hit dice rolled limit.

Non-Weapon Proficiencies: This sets the number of slots/character points this class gets to purchase NWPs.

Starting Character Points: The number in the box is the base number (unmodified by Knowledge) of Character Points beginning Player's Option characters of this class receive to purchase non-weapon proficiencies.

Starting Slots: The number in this box is the base number (unmodified by Intelligence) of slots beginning Core Rules characters of this class receive to purchase non-weapon proficiencies.

Combine Slots for Multi-classed: If this box is checked, the Core Rules character receives the total of the slots from all classes, instead of just the slots from the class with the most class.  This applies to WPS as well as NWPs.

Extra slot(s) every # levels: The edit box on the left holds the number of additional slots characters of class receive every time they advance the number of levels held in the edit box on the right. For example, if the left box held a 2 and the right box a 3, characters of this class would receive two additional slots with which to purchase NWPs every time they advance three levels.

Weapon Proficiencies: This sets the number of slots/Character Points this class gets to purchase WPs.

Starting Character Points: The number in the box is the number of Character Points beginning Player's Option characters of this class receive to purchase weapon proficiencies.

Starting Slots: The number in this box is the number of slots beginning Core Rules characters of this class receive to purchase weapon proficiencies.

Non-proficiency penalty: The number in this box is the THAC0 penalty characters of this class suffer when using a weapon with which they are not proficient. Be sure to enter a negative number for the penalty. Example: to enter a penalty of 2 enter –2.

Character Point Cost of a slot: The number in this box is the number of Character Points a characters of this class must spend to purchase a weapon proficiency slot. As a guide, the Skills & Powers book charges all warrior characters 2 CP per slot and all non-warriors 3 CP per slot.

Extra Slot every # of levels: The number in this box shows how many levels a character of this class must advance before receiving an additional slot with which to purchase weapon proficiencies.

Familiarity Penalty: The number in this box is the THAC0 penalty characters of this class suffer when using a weapon with which they are familiar, but not proficient. Be sure to enter a negative number for the penalty.

Magic:  This gives members of this class spell access as (depending on which box is checked) a wizard, priest, priestly wizard, or wizardly priest.  Priestly wizards can choose one schools of magic to which they have access. Wizardly priests can choose one sphere to which they have access. If the May not change default spheres box is checked, characters of this class may not choose their sphere access.

Default Abilities: These are the Class Abilities given Core Rules characters and the ones which appear as default for Player's Option characters.

Default Schools: These are the schools the program will give characters of this class access to.

Gender: Use these radio buttons to set gender restrictions on this class.

Rogue Skills: Use these edit boxes to enter the points a beginning character gets to purchase rogue skills and the additional points available at each level.

Reminders: This allows you to enter messages which appear during character generation.

Kits…: Use this button to access a dialog where you may specify the standard kits forbidden to characters who take this class. Standard kits are the ones shipped with this program.  Any standard kit not specifically forbidden may be taken by characters of this class.  Class access to custom kits is specified in custom kit creation.

Limit Spells: This allows you to limit spells priests may cast.

Auto Fill: Use this button to set the information in this section to match that of the selected class.

Abbreviation: Use this edit box to enter an abbreviation for this class.

Receive on extra spell…: Use this drop down list box to select a sphere from which characters of this class will receive one additional spell per level.

Double Starting Gold: Check this box to give beginning characters of this class double the gold they would otherwise receive.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Abilities and Spells

The abilities or spells in the Taken list box are given to Core Rules characters of this class.  They are also the ones which appear as the defaults for Player's Option characters.

Use the Add and Remove buttons to move abilities and spells between the two list boxes.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Custom Classes

Press this button to add custom classes to the database


 Select Free Spells

This dialog box allows you to give free (or additional) spells to characters when they reach the indicated level in this class.  That level appears in the Current Class Level box.

Use the Spell Type radio button (Wizard or Priest) to select the type of spells to be awarded.  Use the Spell Level spin button to select the level of spells to be awarded.  When the Spell Level is 0, all spells of that type appear in the Available Spells list box.

Use the The spells may be cast this often drop down list box and button to set how often these free spells may be used.

To allow the player to select a free spell from the list you have created, check the Must select one spell from the list box.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


NWP - No Crossover Penalty

You can allow characters of this class to take NWPs from other class group without having to pay the normal out of group slot/CP penalty. To do this, check the box for each class group whose NPWs may be taken without a penalty.

You may allow characters of this class to take NWPs without paying ability score-based CP penalties by checking the boxes for those abilities.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Ability Score Requirements

Use the check boxes in the left column to set the prime requisites for the class.  Use the edit boxes in the right column to enter any minimum ability scores.

If the class is allowed exceptional strength, check that box.  If the class is to be allowed additional strength in exchange for less wisdom, check that box.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Weapons Allowed

Use the Select Category drop down list box to limit weapon access by category.  The default for this is Any, meaning characters of this class may use any weapon. Weapons may be restricted to the ones chosen in the list boxes or on the basis of their type (piercing, bashing, and slashing).

The Available list box lists all Weapon Proficiencies available in the database. These may be moved into the And always allow the following list box by left clicking on them and then selecting the Add ·  button.

Us the · Remove button to put WPs back in the Available list box.  The Add All · button may be used to make all WPs available and the · Remove All button may be used to return all WPs to the Available box.

WPs in the And always allow the following list box are available to characters of this class, even if the Select Category item would seem to prohibit them.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Allowed Armor

Use the Do not allow shield check box to indicate characters of this class cannot use shields.

Use the radio buttons in the Select Allowed Armor group to generally restrict armor access to characters of this class.

If the Any button is chosen, the characters have access to all armor.

If the Best Armor Class Allowed button is chosen, use the edit box to enter the number which limits armor class. Note: the lower the number, the better the armor class.

Of the Only Allow Armor From List Below button is chosen, characters will only be allowed armor that appears in the And always allow the following list box.

The Available list box lists all armor available in the database. These may be moved into the And always allow the following list box by left clicking on them and then selecting the Add ·  button.

Us the · Remove button to put armor back in the Available list box.  The Add All · button may be used to make all armor available and the · Remove All button may be used to return all armor to the Available box.

Armor in the And always allow the following list box are available to characters of this class, even if the selected radio button in the Select Allowed Armor group would seem to prohibit it.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Bonus NWPs by Level

Use this screen to assign free NWPs to members of this class at the level appearing in the Current Class Level box. This is different from the NWPs awarded during character generation in that the character does not receive these NWPs until reaching the indicated level.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Reminders

Enter messages you want the player to see when creating a character of this class.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Abilities Score Bonus

The character's ability scores will receive the indicated bonus when he reaches this level.  The maximum ability score cannot exceed the number in the Max by adjustment column.  The default for this is 25. The program does not support ability scores above 25.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Select a Class to Copy

Left click on a class in the list box and then select the OK button to set the default information for this character.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Free Non-Weapon Proficiencies

This dialog box allows you to select non-weapon proficiencies characters of this class will be given for free (no slot or character point cost).

All non-weapon proficiencies in the database appear in the Available Non-Weapon Proficiencies list box.

The Add · and · Remove buttons may be used to move these NWPs between the list boxes.

NWPs in the All of these NWPs will be free list box will be given to the character during character generation.

The player will be able to choose as many free NWPs as you enter in the Pick … from the list above edit box from the ones in the Allow to pick as many as indicated below list box during character generation.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Required Non-Weapon Proficiencies

This dialog box allows you to select non-weapon proficiencies characters of this class must take.

All non-weapon proficiencies in the database appear in the Available Non-Weapon Proficiencies list box.

The Add · and · Remove buttons may be used to move these NWPs between the list boxes.

NWPs in the All of these NWPs must be purchased list box are supposed to be purchased by the character during character generation.  Please remember that sufficient slots/character points should be provided to do this.

As many NWPs as you enter in the Pick … from the list above edit box are supposed to be purchased from the ones in the Must purchase as many as indicated below list box during character generation. Please remember that sufficient slots/character points should be provided to do this.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Allowed Magical Items

5338


Kit Armor

This dialog box allows you to regulate the type of armor a character who takes this kit can wear.

The number in the Add… edit box will be used to modify the AC of characters who take this kit.

The four edit boxes in At level… allow to you to specify a particular level (first edit box) at which characters who take this kit receive a base armor of the amount in the second edit box and to specify an AC bonus (third edit box) the character is to receive each time it advances a level until it reaches a minimum armor (fourth edit box). For example, to give a human character (normal AC 10) a base AC of 9 at level 6 and then given a 1 AC bonus each level until AC is –8, enter a 6 in the first edit box, a 9 in the second edit box, and 1 in the third edit box, and a –8 in the fourth edit box.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Kit Alignment and Gender Restrictions

Alignment

If an alignment's box is checked, that alignment is allowed for characters who take this kit.

Gender

Put a check next to the appropriate genders for this kit.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Kit Modifications to Rogue Skills

This dialog box allows you to modify and/or give thieving skills to characters who take this kit.

Starts with nonstandard…

If this box is checked, the edit box becomes active. The number in the edit box is the number of thieving skill points a character who takes this kit has to invest in thieving skills.

Gains nonstandard…

If this box is checked, the edit box becomes active.  The number in the edit box is the number of thieving skill points a character who takes this kit receives when advancing a level.

Starting skill points…

If this box is checked, the These Abilities buttons become active.  This button allows you to limit the thieving skills characters who take this kit can spend their starting skill points in.

Add … at level 1

The number in the edit box is a bonus which will be added to the thieving skill selected using the These Abilities button.

Add … levels beyond 1st

The number in the edit box is the bonus which will be added to the thieving skill selected using the These Abilities button each time a character who takes this class advances a level.

Choose … abilities for a bonus

The number in the first edit box is the number of thieving skills the player may choose to give a bonus to.  The number in the second edit box is the size of the bonus.

Modifiers to Rogue Skill Scores…

Choose this button to select rogue skills that receive bonuses or penalties when used by characters who take this kit.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Kit Combat

Use the edit boxes to modify THAC0 and damage numbers.  Use the check boxes to activate special bonuses or conditions for characters who take this kit.

THAC0 Mod

The number in this edit box will be a THAC0 modifier for characters who take this kit.  THAC0 stands for To Hit Armor Class 0.  The lower this number, the better the character's chance of hitting an opponent.  Because of this, a negative number in this box will improve the character's chance of a hit and a positive number will worsen that chance.

THAC0 Mod to this list

The number in this edit box will modify the THAC0 of the weapons proficiencies selected using the THAC0 list button.

Damage Mod to this list

The number in this edit box will modify the damage a character inflicts with a weapon that uses a weapon proficiency selected using the Damage list button. A positive number will increase the damage and a negative number will decrease the damage.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Weapon Restrictions

This dialog box allows you to place restrictions on the weapons characters who take this kit can use.

Whenever a check box is selected, the restrictions or conditions to the right of that box apply.  In many instances, selecting a check box will make a button to the left of that box active.  When that occurs, the button may be selected to specify the WPs for the indicated restriction.

Required slots of missile WPs at start: The number in the edit box is the number of WP slots a beginning Core Rules character must spend on missile WPs during character generation.

Required different melee MPs at start: The number in the edit box is the number of different melee WPs a character who takes this kit must acquire during character generation.

Require different missile WPs at start: The number in the edit box is the number of different missile WPs a character who takes this kit must acquire during character generation.

Must fill   of first   WPs from…: The number in the first edit box is the number of WPs which must be acquired from the WPs specified using the this list… button from.  These WPs must be acquired before any WPs beyond those specified in the second edit box can be acquired. For example, if the first edit box holds a 3 and the second edit box holds a 5, a character who takes this kit must take 3 of the WPs from the list before he takes his sixth WP.

Barred WPS during creation:

This button takes you to a dialog box where you can specify WPs which characters who take this kit may not acquire during character generation.

Not recommended WPs:

This button takes you to a dialog box where you can specify which WPs are not recommended for characters who take this kit.

Use the OK button to save your work and return to the previous screen and the Cancel button to return to the previous screen without saving your work.


Kit Class Abilities

You may limit the spells and class abilities available to characters who take this kit.

Class Abilities

If the Never Uses Spells box is checked, characters who take this kit may never use spells.

If this character who takes this kit can turn undead, he will turn undead as if he is a number of levels higher than his actual level equal to the number in the Add to my level when calculating turning undead edit box.

Selecting the Barred class abilities… button allows you to specify the class abilities characters who take this kit may not have.

Wizards

The number in the Maximum Level of Spell: edit box sets the highest level spell characters who take this kit can cast.

Selecting the Barred schools of magic… button allows you to specify the schools prohibited to characters who take this kit.

Militant Wizard

If the Is limited to 5 schools box is checked, characters who take this class cannot have access to more than 5 schools.

If the Different oppositional schools box is checked, specialist wizards will have oppositional schools as follows:

Abjurer: Illusion, Alteration, and Greater Divinity.

Conjurer: Alteration, Greater Divinity, and Invocation/Evocation.

Enchanter: Invocation/Evocation, Necromancy and Greater Divinity.

Diviner: Conjuration/Summoning and Abjuration.

Invoker: Illusion, Enchantment/Charm, and Conjuration/Summoning.

Necromancer: Illusion, Enchantment/Charm, and Alteration.

Transmuter: Necromancy, Abjuration, and Conjuration/Summoning.

For the Intelligence related spell casting restrictions such as the maximum number of spells per level which can be memorized or the highest level spells which can be cast, the Intelligence ability score for characters who take this kit will be adjusted by the number in the Intelligence is modified by X in regards to wizard spell casting edit box when making those calculations.

Priests

The maximum number of minor spheres characters who take this kit can have access to is shown in the Maximum number of Minor Spheres: edit box.

The maximum number of major spheres characters who take this kit can have access to is shown in the Maximum number of Major Spheres: edit box.

The Limited to these spheres… button allows you to limit sphere access to specific spheres you select.

The Choose 1 free major sphere… button allows you to give characters who take this kit free access to one major sphere.

The Receive free minor spheres… button allows you to give characters who take this kit free access to one or more minor spheres you specify.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Weapons with the weapon proficiencies that are added here will receive a modification to their THAC0. The modification amount is determined on the previous screen.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Weapons with the weapon proficiencies that are added here will receive a modification to their damage. The modification amount is determined on the previous screen.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The Schools of Magic that are added here will become "barred". Skills & Powers characters will not be allowed to pick them during character generation.  Core Rules characters will have them removed from their selections.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The spheres that are added here will make up a list of spheres from which the user can select a free sphere when generating a character.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The Class Abilities that are added here will become "barred". Skills & Powers characters will not be allowed to pick them during character generation.  Core Rules characters will have them removed from their selections.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The Rogue Skills that are added here will be given a one time bonus at first level. The amount of the bonus is set in the edit box on the previous screen.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Characters with this kit must spend all of their initial rogue points on the rogue skills that are added here.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Characters using this kit will receive a bonus for each level beyond first for the Rogue Skills that are added here. The amount of the bonus is set in the edit box on the previous screen.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Characters using this kit will not be allowed to cast the Priest Spells that are added here.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Characters using this kit will not be allowed to use the Non-weapon proficiencies added here.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Non-weapon proficiencies that are added here will not be given an out of class penalty when used by characters of this kit.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

A character who takes this kit may select one of the non-weapon proficiencies in the Selected NWPs list box and receive a +2 bonus to its proficiency checks. To place a NWP in that list box, select it in the Available NWPs list box and then select the Add-> button.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The secondary skills that are added here will make up a list of skills from which the user can select during character generation.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The Non-weapon proficiencies that are added here become recommended proficiencies and thus receive a cost reduction of 1 CP in Skills & Powers.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The Non-weapon proficiencies that are added here are mandatory for any characters using this kit. In most instances, Core Rules characters receive these for free although Player's Option characters have to pay for them.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The Secondary Skills that are added here are mandatory for any characters using this kit.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The Weapons that are added receive a +1 THAC0 bonus when used by a character with this kit.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

When a Rogue Skill is added here, the modifier next to it can be increased or decreased. If a character with this kit takes the given skill, it is modified by the listed number.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

+Add

First select a skill in the right list box. Each time this button is pressed, that skill receives an additional one bonus.

-Subtract

First select a skill in the right list box. Each time this button is pressed, that skill suffers an additional one penalty.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The non-weapon proficiencies that are added here will be given as bonuses at the specified level to characters who take this kit. Use the +Add and –Subtract buttons to set the level at which the NWP is given as a bonus.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

+Add

First select an item in the right list box. Press this button to increase the modifier.

-Subtract

First select an item in the right list box. Press this button to decrease the modifier.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Select

When a non-weapon proficiency is added here, the number 0 appears next to it. This number can be increased or decreased using the +Add and -Subtract buttons. If a character with this kit takes a proficiency contained in the Modified list box, its proficiency check is modified by the number shown.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

+Add

First select an item in the right list box. Press this button to increase the modifier.

-Subtract

First select an item in the right list box. Press this button to decrease the modifier.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Add/Remove

The non-weapon proficiencies that are added here will be given as bonuses at first level.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

Add Single Proficiency

First select the proficiency wanted and then press this button to give it as a bonus. The proficiency will appear in the lower list box.

Add Proficiency Group

First enter the number of proficiencies that will be selected. When the add Proficiency Group button is pressed, the number and possible proficiencies will appear in the lower list box.

Remove this Proficiency Group

First select the proficiency that you want to remove, then press this button and it will be deleted.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Add/Remove

The weapon proficiencies that are added here will be given as bonuses at the specified level.  Use the Add-> button to move the desired WP to the Bonus list box. Then select that WP in the Bonus list box and use the +Add and –Subtract buttons to specify the level at which it becomes a bonus (free) WP.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

+Add

First select an item in the right list box. Press this button to increase the modifier.

-Subtract

First select an item in the right list box. Press this button to decrease the modifier.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Add/Remove

The weapon proficiencies that are added here are recommended for use with this kit.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The weapon proficiencies that are added here are always considered appropriate when used by a character with this kit. Because of this, they may be purchased at no additional cost.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Required starting WPS

During character generation, characters who take this kit must select their WPs from the list in the Selected WPs list box.

Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Half of all weapon proficiencies must come from this list.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Required WPs

A character using this kit must select weapon proficiencies from the selected list.

Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


WP limitations

The WPs in the left list box are the ones characters who take this kit either should not take or cannot take.

Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Unsuitable Weapon Proficiencies

Use this dialog box to specify weapons that characters who take this kit should not use, but which are not prohibited.

To do this, place the names of the undesired WPs in the Not Recommended WPs list box by selecting them in the right (Available WPs) list box and then selecting the Add button.

Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

This dialog box allows you to select WPs which characters who take this kit may take at no cost.

All of these WPs will be free

Characters who take this kit may specialize in all of the WPs in this list box at no CP or Slot cost.

Allowed to pick as many as indicated below

Characters who take this kit may specialize for free in a number of the WPs that appear in this list box as the number in the Pick   from the list above edit box.

Use the Add-> and <-Remove buttons to move WPs between the edit boxes.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Weapon Specialization

Characters who take this kit may only specialize in the WPs that appear in the Allowed Specializations list box.  To move WPs into that list box, select them in the Available WPs list box and select the Add-> button.

Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Kit Non-Weapon Proficiencies

This dialog box allows you to manipulate NWPs in various ways for characters who take this kit.

The box contains a number of check boxes.  Any box that is checked will apply that condition to characters who take this kit.

The Must learn drop down list box allows you to specify a NWP the character must learn by the time it reaches the level in the by level edit box.

The next drop down list boxes and edit box allows you to tie two NWPs together to receive a bonus.  If a character has the NWPs from both the If has and , then drop down list boxes, that character will receive a bonus for the NWP in the , then box equal to the number in the receives bonus edit box.

Secondary Skills are an option for Core Rules characters.  These are taken instead of NWPs.  Please use caution if this kit can be taken by Player's Option characters as Secondary skills are not available to these characters.

If the Can pick secondary skills from check box is selected, the this list button becomes active.  Use this button to select specific Secondary Skills a character who takes this kit can select. Secondary Skills are normally selected randomly.

If the No secondary skills check box is selected, characters who take this kit will not be allowed to take Secondary Skills.

The Required button allows you to select specific Secondary Skills for characters who take this kit.

If the No out of class penalty NWPs button is selected, you will be able to select NWPs which characters who take this kit can purchase without having to pay a penalty for purchasing NWPs not in their class group (or the General group).

Similarly, any class group checked under No out of group penalty will allow characters who take this kit to purchase NWPs from that class group as if they were a member of that class.

The other buttons on this box function as follows:

Required NWPs takes you to a box where you can select the required NWPs for this kit.

Recommended NWPs takes you to a box where you can select the recommended NWPs for this kit.

Bonus NWPs takes you to a box where you can select the bonus (free) NWPs for this kit.

NWP modifiers takes you to a box where you can select which NWPs will be modified if taken by characters who choose this kit and how they will be modified. These modifiers apply to proficiency checks.

Gain NWPs at specific levels takes you to a box where you can specify that certain NWPs will be free to characters who take this kit when they reach specified levels above first.

NWP Modifiers… takes you to a box where you can selective add bonuses or penalties to individual NPWs when used by characters who take this kit.

Pick NWP from list for +2 bonus takes you to a box where you can select NWPs that characters who take this kit if they take those NWPs will receive a +2 bonus to the proficiency check.

Barred during creation takes you to a box where you can select the NWPs characters who take this kit may not select during character generation.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Kit Weapon Proficiencies

This dialog box allows you to tie weapon proficiencies, specializations, restrictions, etc. to characters who take this kit.

The number in the top left edit box (Bonus WP…) is the number of bonus slots (Core Rules characters) or Character Points (Player's Option characters) characters who take this kit receive for purchasing Weapon Proficiencies in Character Generation.

Whenever a check appears in a check box, that restriction, bonus, etc. applies to characters who take this kit.

Different penalty for non-proficiency: When this box is checked, characters who take this kit receive the penalty for using a weapon with which they are not proficient that appears in the edit box on the right instead of the normal penalty.

Start with nonstandard WP slots: When this box is checked, Core Rules characters who take this kit receive the number of WP slots that appear in the edit box on the right instead of the normal starting WP slots.  This is not intended for use with Player's Option characters.

Gain WP slots every X levels: When this box is checked, characters who take this kit will receive WPS slots every time they advance a number of levels equal to the number in the right list box instead of the normal slot/level advancement for that class. This is not intended for Player's Option characters.

Future WPs gained starting at level: When this box is checked, characters who take this kit will not receive any additional WPs until they reach the level in the edit box on the right.

Can learn out of class WPs by paying this many more: When this box is checked, characters who take this kit can purchase WPs not normally allowed their class by paying an additional number of WP slots equal to the number in the edit box on the right.  This is not intended for use with Player's Option characters.

… bonus WP slots at level …: The number in the left edit box is the number of bonus (extra) WP slots characters who take this kit when receive when they reach the level in the right edit box.  This is not intended for use with Player's Option characters.

The other buttons on this dialog box operate as follows:

Recommended WPs…: Selecting this button takes you to a box where you can specify the recommended WPs for characters who take this kit.

Required WPs…: Selecting this button takes you to a box where you can specify the required WPs for characters who take this kit.

Bonus WPS at given levels…: Selecting this button takes you to a box where you can specify bonus (free) WPs for characters who take this kit and the level at which these WPs are available as a bonus.

These WPs are never out of class…: Selecting this button takes you to a box where you can assign WPs that characters who take this kit can take without paying an out of class penalty.

Specialization…: Selecting this button takes you to a box where you can specify, modify, allow, or disallow weapon specialization by characters who take this kit.

Weapon Focus…: Selecting this button takes you to a box where you can allow and/or restrict weapon focus by characters who take this kit.  Focus normally provides a bonus when the specified weapon is used.

Restrictions…: Selecting this button takes you to a box where you can place restrictions on the weapon proficiencies of characters who take this kit.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Kit Weapon Proficiency Specialization

When a box is checked, the conditions or advantages to the left of that box apply to characters who take this kit. In some instances, checking a box will make other controls/options active.

Must specialize by level…:

When this box is checked, the number in the edit box is the level at which a character who takes this kit must specialize in a weapon.  The radio button become active and one of these must be chosen to specify the type of weapon for specialization. No more than one radio button can be selected at a time.

May only specialize in WPs from…: When this box is checked, the this list button becomes active. This button allows you to select a list of weapons from characters who take this kit must specialize.

Must specialize in 1 WP from…: When this box is checked, the this list button becomes active.  This button allows you to select a list of weapons from which characters who take this kit must take a weapon for specialization.

Free specialization from this list…: When this button is selected, a dialog box appears that allows you to specify a weapon or weapons that characters who take this kit may specialize in at no cost.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Kit Weapon Proficiency Focus

This dialog box allows you to provide and restrict weapon focus for characters who take this kit.  The This kit chooses a weapon to focus on check box must be selected for the other options to become active.

When that button is checked, all other options become active.  One of the four radio buttons: Any, Melee, Missile, or Hurled must be selected.  Only one of these can be selected at a time.  A character who takes this kit can focus on a weapon of the type indicated by the selected radio button.

The rest of the selections are optional. However, the advantages, restrictions, etc. to the right of any selected check box will apply to a character who takes this kit.

If the This kit chooses a weapon to focus on check box is selected and no other check boxes are selected, characters who take this kit will receive a +1 damage bonus when using their weapon of focus.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Bonus Non-Weapon Proficiencies

The non-weapon proficiencies that are added here will be given as bonuses during character generation.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

Add Single Proficiency

To add a single bonus NWP, first select the proficiency wanted from the top left list box and then press this button to give it as a bonus. The proficiency will appear in the lower list box.

Add Proficiency Group

To allow the character to choose some limited number of bonus proficiencies from a larger list: first use the Add button to move each potential bonus proficiency from the left to the right list box.  Then enter the number of proficiencies that can be selected in the Select  of these  edit box. Next select the Add proficiency group button and the number and possible proficiencies will appear in the lower list box.

Remove this Proficiency Group

First select the proficiency that you want to remove, then press this button and it will be deleted.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Class Abilities

Most of the options are indicated by check boxes.  Select the boxes for the abilities you want to include.

Character Points gained: enter the number of CPs you want to give a character who takes this ability.  This is intended for use when the class ability places some sort of limit, hindrance, or disadvantage. CPs only apply to Player's Option characters.

Character Point cost: enter the CP cost for this ability. This should not be used if  Character Points gained is also used.  Only Player's Option characters will pay a cost for getting a class ability.  Class abilities are assigned by default to classes taken by Core Rules characters.

Turn Undead starting at level: this will allow the character to turn undead as if he were first level cleric beginning at the level entered in the box.  The ability to turn will increase in a manner similar to a clerics, but based on the starting level entered.

Free NWP: the character will receive the NWP selected in this list box at no cost.

Creating a new value:

This section allows you to assign a value to the class ability and have it increase as the character's level increases (up to a maximum amount).

The drop down list box offers three choices: Base and increment, Dexterity + Level, and No score. If No score is chose, there is no value for this class ability.  If Dexterity + Level is chose, the value is equal to the character's level + dexterity.

If Base and increment is chooses, three other controls become active in this section. The Starting Value spin button allows you to set the beginning (level 1) value for the score. The Increase Per Level spin button allows you to specify how much the value increases each time the character goes up a level.  The Maximum spin button allows you to set the maximum value this score can be.

Cancel: this button returns you to the previous screen without saving the work you have done on the Class Abilities dialog.

OK: this button saves the work you have done in the Class Abilities dialog and returns you to the previous screen.


Display for equipment screen

Whatever you type in this edit box will be displayed as a message during character generation when the character enters the equipment screen.


Display when kit is selected

Whatever you type in this edit box will be displayed as a message during character generation if the kit is selected for a character.


Add/Remove

All standard classes currently in the database appear in the Available Classes… list box.  To give characters of this class the same access to magic items as any standard class, move that standard class to the Same as for the following classes box.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Select equipment image

Equipment Type:

Possible images: This is a list of current items in the program. Just highlight one of the items to select it as a new image.

Select a custom bitmap: Press this button to select a bitmap that you have added to the program.


Select a custom bitmap

This list includes bitmap files that have been placed in the UserBMP folder of the Core Rules Enhancement program directory. If you highlight an item and click OK, the selected image will become the new image for the current item.


NPC Group Help

General

This screen may be used to create up to 15 NPCs at a time.  NPCs may be created either to your specifications, randomly, or some combination of specifications and random.  These NPCs may be added to an existing group or create a new group.

In creating NPC groups, it is best to enter specifications in the following order: Race, Class, Kit, Alignment, Class Groups (if this is a valid option), Levels, Group Name (select existing groups from this list box or enter the name of a new group), Number, Add to Group, and (if a new group is to be created) Create Group.

NPC groups may contain more than 15 members.  You may have up to 1000 NPCs in a group.  However, you may not create more than 15 NPCs at a time.

Note: Once you have select "~Random" as an option, most following selections will be automatically set to "~Random".

Please be aware that the NPC group is not created until the Create Group button is selected.  This allows you to create a final group out of several smaller groups allowing you to exercise more control over the exact type of each NPC.

Race

Use this list box to select the race of the NPCs.  If you choose a race, all NPCs generated will be of that race.  If you choose "~Random" you will not be able to determine which races are chosen.

To the right of this list box are two radio buttons Standard and All. If Standard is selected, only the races which shipped with this program will be available.  If All is chosen, all races (custom plus the ones shipped with this program) will be available.

Class

Use this list box to choose the class of the NPC. If  "~Random" was selected for Race, only "~Random" will be available for class.  Otherwise, a list of possible classes appear in this list box.

To the right of the Class list box are the Allowed and Any radio buttons. If Allowed is chosen, only the classes the rules allow for the chosen race will be available.

If Any is chosen, class selection will be determined by the selections in the Class Groups list boxes.

Kit

Use this box to choose a kit for the NPCs.  Note that "None" is an option (in alphabetical order in the "Ns") as well as "~Random".  If either Race or Class was set to  "~Random", "~Random" will be the only valid kit option.

To the right of the Kit list box are the Standard and All radio buttons.  If the Standard button is selected, kit selection for the NPCs will be limited to those allowed by the rules.  If the All button is chosen, all kits will be available to the NPCs. However, the Core Rules and Player's Option kit restrictions apply even when the All button is chosen.

Alignment

Use this box to choose the alignment for the NPCs.  Any alignment may be specified even if "~Random" is chosen for Race, Class, or Kit.

To the right of the Alignment list box are the Allowed and Any radio buttons. If the Allowed button is selected, the alignments will be limited to ones allowed for the chosen class (lawful good for paladins as an example).  If the Any button is selected, no restrictions will be placed on what alignments are chosen.

Class Groups

These list boxes are only active if the Any radio button was chosen for Class. In that case, there is one drop down list box for each of the class groups.  You may specify a class within the group (up to one for each group) or choose the ~Random option.

If the Allowed radio button was chosen for class and a specific class was chosen, that class will appear (ghosted) in the appropriate list box.

If the Allowed radio button and "~Random" was chosen for class, the Class Group list boxes will be empty.

Levels

These edit boxes are used to specify the level range for the classes in the Class Group boxes.  The left box is used to specify the lowest allowed level and the right box is used to specify the highest allowed level.  Levels from 1 to 100 may be entered.

For example, to specify NPCs of levels 5 though 10, enter a 5 in the left edit box and a 10 in the right edit box.  To specify NPCs of level 7, enter 7 in both edit boxes (right and left).

Unless "~Random" was chosen for the class, you only need to enter levels next to the Class Group boxes which contain classes in them (even if "~Random" or ghosted).

Group Name

This box contains the name of the group the NPCs (about to be generated) will be placed in.  Use the down arrow to select an existing group. If a new group is to be created, enter the name of that group in the box.

Number

These edit boxes specify how many NPCs will be generated.  Anywhere from 1 to 15 NPCs may be created at a time.  If a specific number of NPCs are to be created, enter that number in both boxes (for example, if you want 5 NPCs, enter the number 5 in both boxes).  If a range of NPCs is to be created, enter the smallest number in the range in the left box and the largest number in the range in the right box. Example, to have the program create 3 to 7 NPCs, enter 3 in the left box and 7 in the right box.

Add to group

Selecting this button indicates that you are done with the specifications for these NPCs and will cause a summary of the NPCs to appear in the NPCs list box to the left.  Please note that the NPCs are not actually generated until the Create Group button is selected. The purpose of this is to allow you the option of determining the specifications for each NPC in the group.

Remove

Selecting this button removes the NPCs selected in the NPCs list box.  This means they will not be part of the NPC group when that group is created.

Create Group

Selecting this button generates the NPCs indicated in the NPCs list box and places them in the named Group.  These NPCs  (and their group) are now accessible on the normal NPC screen.  Select the Close button to go to that screen.

Help

Selecting this button brings up the text you are reading now.

Close

Selecting this button returns you to the NPC screen.


Books

The list of available books is shown in the left list box.  Left click on the one you want displayed.  Choose the format you want it displayed in by left clicking on the appropriate radio button (Help, HTML, or RTF).

To display the book in the chosen format, left click on the Open button.

To return to the Books Online screen, select the Cancel button.


Movement Rate

Use the three edit boxes to set the racial movement rate for unencumbered movement. The first edit box sets the movement rate for normal, overland movement. The second edit box sets the swimming movement rate.  The third edit box sets the flying movement rate.


 Allowed Classes

Select this button to limit race/class combinations to those allowed by the game rules.


NPC Group Any Alignment

When this radio button is selected, all alignments (event those not permitted a particular class) are available.


Any Classes

Selecting this button activates the Class Groups list boxes. This allows you to specify (or have the program randomly select) any class(es) for the NPCs, even those not normally permitted by the rules.


All NPC Group Kits

When this radio button is selected, all kits (even those not normally allowed for the selected race/class combination) are available for NPC generation.


Group NPC Allowed Alignments

When this radio button is selected, alignments are restricted to those the rules permit for the selected class.


Standard NPC Group Kits

When this radio button is selected, only those kits permitted the designated race and class will be available for selection.


Add to Group

Selecting this button will place the type and number of NPCs indicated by the selections above in the NPC list box. These will be added to the NPC group when the Create Group button is selected.


 Create NPC Group

Selecting this button will generate the NPCs indicated in the NPC list box and put them in the group named in the Group Name box.  The more NPCs generated and the higher their level, the longer this takes. When the NPC group is created, it and its members appear on the preceding (NPC) screen.


 Remove from Group

Left clicking on this button will remove the NPCs selected in the NPC list box from that box.  They will not be added to the group.


 Group NPC Class Groups

These drop down list boxes are used to assign classes to NPCs when the Any radio button is chosen for Class.  If a specific class is chosen, that class name (ghosted) will appear in the appropriate Class Groups list box.  This permits the level(s) to be set for that class. If the ~Random option is selected, the program will randomly assign a class from the indicated group.


 Group NPC Priest Class Group

Use this list box to select classes from the priest class group.  Standard classes are cleric and druid.


 Group NPC Psionicist Class Group

Use this list box to select classes from the psionicist group.  The only standard class in this group is psionicist.


 Group NPC Rogue Class Group

Use this list box to select classes from the rogue group.  Standard classes are bard and thief.


Group NPC Warrior Class Group

Use this list box to select classes from the warrior group. Standard classes include fighter, paladin, and ranger.


 Group NPC Wizard Class Group

Use this list box to select classes from the wizard group.  Standard classes are mage and specialist mages.


Close

Press this button to return to the previous screen.


 NPC Group Name

Use this drop down list box to select an existing NPC group or name a new group.  When the Create Group button is selected, the NPCs are added to the group shown in this box.


 Group NPC Kits

Use this drop down list box to select a kit for the NPC(s).  If a kit is selected, all generated NPCs will receive that kit.  If ~Random is selected, any kit may be assigned.

The radio buttons on the right determine if only Standard (those allowed by the rules) are assigned or if All (without regard to normal restrictions) kits are allowed.


 Group NPC Levels

The numbers in these edit boxes determine the level range for the NPC(s).  The levels are for the class appearing in the Class Groups box on the same line. The number in the left box indicates the lowest allowed level and the number in the right box is the highest allowed level.  If both numbers are the same, the level will be set to that number.


 Group NPC Size

These edit boxes determine how many NPCs will be added to the group.  The left box determines the minimum number (lower limit 1) and the right box determines the maximum number (upper limit 15) of NPCs to be added.  If both numbers are the same, that number of NPC(s) will be added.


 Race

Use this drop down list box to select the race of the NPCs to be generated.  If a race is selected, all generated NPCs will be of that race.  If ~Random is selected, the NPCs can be of any race.

The radio buttons on the right determine if only Standard races are allowed or if All (standard and custom) races are allowed.


Group NPC Alignment

Use this drop down list box to select the alignment of the NPCs to be generated.  If an alignment is selected, all generated NPCs will be that alignment.  If ~Random is selected, the NPCs can have any alignment.

The radio buttons on the right determine if only Allowed (those permitted by the rules) or Any (all) alignments are available.


Party Management

Selecting this button will display a dialog box where you can create and delete parties and add or subtract characters from them.


Party

This drop down list box allows you to select a specific PC or NPC party.  The members of that party will be displayed in the list box below.


Group Encounter

Selecting this button displays a dialog box that allows you to create an encounter with the NPC group in the Party box and/or generate a printout of that encounter.


 Create Multiple NPCs

Selecting this button displays a screen where you can generate up to 15 NPCs at a time.


 Enter Character

Selecting this button allows you to enter a character into the program.  The character can be level 1 through 100.  Character records will be created according to the rule set selected at the top right of screen (Core Rules or Player's Option).


 Party Management

To place a character in a party, select (left click on) it in the Unassigned list box and then left click on the Assign · button.  This will place that character into the party whose name appears in the Select a party drop down list box.

To remove a character from a party, select that character in the Members of a party list box and then select the · Unassign button.

To create a new party, type the new party's name in the Create a new Party edit box and then select the New Party · button. Assign characters to the new party.

Information on a selected character will appear in the Summary list box below that character.

Selecting the Close button will close the dialog box and return you to the previous screen.


Add/Remove

This class  allows you to select bonus NWPs from the list below.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Priest sphere limits

The kit requires that you select a maximum of x minor spheres from the list.

Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The kit lets you pick one extra sphere for free.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Character will be limited to selecting only spheres from this list.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Character will receive minor access to these spheres for free.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Kit Spell Limitation

Your kit can learn spells from only five schools.  To determine which schools are unavailable, roll x times to eliminate x more schools.


Add/Remove

Select a hurled weapon in which to focus

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Weapon of focus

This character kit allows you to choose a weapon during character creation that will provide a +1 bonus to attack and damage rolls. Select a weapon from the list on the left of the screen and then click on the Add button.


Add/Remove

The character will receive the class ability appearing in the right list box.  This ability will be awarded during character generation at no cost.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

This kit requires specialization in one of the WPs listed in the Allowed Specializations list box.  To move a WP into that box, select it in the Available WPs list box and then click the Add-> button.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


X of the first Y WPs must be chosen from this list.

A character who chooses this kit must take the required number of WPs from the ones in the Selected WPs list box as part of the first WPs he takes.  The number of WPs which can be taken before taking the required ones from this list box is specified on the previous screen.

Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Select a non-weapon proficiency that will be free.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The selected kit allows you to select x skills as 'chosen' for a bonus.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The selected kit allows you to add point(s) to one rogue skill from the following list at level this level.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

You may select one sword which gets attack bonuses.  Once the character is saved you will not be able to change the selection.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

You may select one weapon which gets attack bonuses.  Once the character is saved you will not be able to change the selection.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Select the armor to which this kit is limited.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Select the armor to which this kit is limited during character generation.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The equipment selected here is free when using this kit.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The equipment selected here is required when using this kit.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The weapons selected here will be forbidden weapons at character generation

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


First Sword WP

If a character who takes this kit chooses a sword WP, the first sword WP chosen must come from on in the Selected swords list box.

Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The weapon proficiencies selected here are forever barred when using this kit

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Select the broad groups from which the kit is forever barred.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Select the tight groups from which the kit is forever barred.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Races not allowed by this kit

To prevent characters of certain races from using this kit, select those races from the left list box and then select the Add · button.

Races which appear in the Selected Races (right) list box are not supposed to take this kit.  To remove a race from this list, select that race and then select the · Remove button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Kit Spells

This dialog box allows you to modify the spell access for characters who take this kit.

If the This list… button is selected, you may create a list of spells that characters who take this kit will know automatically (they will not have to be learned).

The number in the Add   % to learn spells up a max. of 95% is a modifier to a wizards chance to learn a spell.  The modifier cannot raise that chance above 95%.

Custom Spells Progression

If the Use custom spell progression box is checked, characters who take this kit will use the spell progression table in this section instead of the normal spell progression table.

To create the custom spell table, the Level: spin button box is used to set the character level.  The edit boxes in the Spell Level: section are then used to enter the number of spells the character will know for each of the spell levels.

You will need to set the level in the Level: spin button box and the number of spells in the Spell Level: edit boxes for each level the character can be (the program generally supports levels 1 through 100).

The character will not be able to use spells for any level that is not set.  For example, if you entered information for character levels 1 though 20, characters who take this kit would not be able to cast spells once they reached level 21 or higher.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Other Kit Information

The 2d6 roll spin button in conjunction with the Social Rank drop down list box allows you to specify what randomly generated 2d6 numbers (2 through 12) select which social rank. The default is lower class so, unless you change this, any character who takes this kit will be lower class.

To set this, set the desired number (2-12) in with the spin button and then use the drop down list box to select the social rank you want to assign to that number.  Example: if you want the numbers 5 and 6 to generate a lower middle class character,  set the spin button number to 5 and then select lower middle class with the drop down list box. Then set the spin button number to 6 and select lower middle class with the drop down list box.

The Free NWP allows you to select one NWP which characters who take this class will receive for free.

If a box is checked, the conditions to the right of that box will apply to characters who take this kit.

The number in the Add to all damage edit box will be added to any damage a character who takes this kit inflicts in physical (not magic or psionic) attacks.

The number in the Player picks this many NWPs for +1 score is the number of NWPs which may be taken for characters who take this kit that will receive a +1 bonus to their proficiency checks.

The number in the Additional HP per level edit box is the number of bonus hit points characters who take this kit will be given each time they advance a level.

The selection chosen in the Heaviest starting armor drop down list box is the heaviest (best AC) armor characters who take this kit can wear.

Bonus to Level Limits

The number in the left edit box is the number of additional levels characters who take this kit can advance in the class chosen in the right drop down list box. This is most useful to non-human characters who are normally limited as to how high they can advance in a class.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


 Class

Use this list box to select the class(es) of the NPCs to be generated.  If a class or multi-class is selected, all generated NPCs will be of the selected class(es).  If ~Random is selected, the NPCs can be of any class.

The radio buttons on the right determine if only Allowed (race/class combination permitted by the rules) classes are provided or if All (any race/class combination) classes are allowed.


 All Races

Select this button to allow access to all (standard and custom) races in your database.


 Standard Races

Select this button to restrict access to only Standard (races which shipped with this program) races.


 Group NPC Psionicist Class Group

Use this list box to select classes from the psionicist group.  The only standard class in this group is psionicist.


Add/Remove

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Kit Equipment

The dialog box allows you to give, limit, or modify equipment available to characters who take this kit.

If the Must purchase equipment… box is checked, characters who take this kit must purchase the equipment you specify using the this list button during character gneration. Remember it is your responsibility to ensure these characters have sufficient funds to make these purchases.

If the Must purchase chosen weapon… box is checked, characters who take this kit must purchase their chosen weapon during character generation.

If the Free equipment box is checked, characters who take this kit may get the equipment you specify using the List button for free.

If the Forbidden weapons box is checked.  Characters who take this kit may not use the weapons you specify using the List button.

Use the OK button to save your work and return to the previous screen or the Cancel button to return to the previous screen without saving your work.


Non standard bonuses and penalties to learn spells

To modify the chance characters of this class have of learning spells from schools, select those schools from the left list box (All Schools:) and then select the Add · button. Then select the desired school in the right list box and use the Percentage: spin button to provide a bonus or penalty to the normal learning percentage.

If the number in the Percentage: box is greater than 0, a character's chance to learn a spell is increased by that amount.  If the number in that box is less and 0, a character's chance to learn a spell from that school is decreased by that amount.

Use the OK button to save your work and return to the previous screen or the Cancel button to return to the previous screen without saving your work.


Kit Languages

 If the check box is selected, characters who take this kit pay half the normal slot/CP cost to acquire a language.

Gain 1 language for …

If the number in the first edit box is the number of levels a character who takes this kit must advance to get a free language. The number in the second edit box is the minimum level at which this free language can be awarded.

Use the OK button to save your work and return to the previous screen or the Cancel button to return to the previous screen without saving your work.


Kit Money

Maximum retained…

When this box is checked, the maximum number of gold pieces a character who takes this kit can keep after making purchases in character generation is equal to the number in the edit box on the right.

Starting Money

When this box is checked, the amount of gold a beginning character who takes this kit receives in character generation is determined by simulating a modified dice roll as per your specifications.

The number in the # of dice edit box is how many dice are to be rolled.

The number in the # of sides edit box determines the size of the dice to be rolled (example, a 6 would mean roll a six-sided die).

The number generated by the dice roll is then multiplied by the number in the Multiplier edit box (if positive an not 0).

The number in the Add edit box is then added to the total of the modified dice roll.

Wealth

When this box is checked, the starting funds for a character who takes this kit and the amount he pays for equipment can be modified as follows:

Percent of class starting funds assigned

The number in the edit box is the percentage of normal starting funds a character who takes this kit receives.  If that number is 100, there is no change.  If less than 100, the character gets less than normal gold. If more than 100, the character gets more than normal gold.

Percent added to normal starting funds

The number in the edit box is the bonus a character who takes this kit receives to his normal stating funds.  If the number is 0, he receives no bonus.

Percent of actual price paid for equipment

The number in the edit box modifies the amount characters who take this kit pay for equipment.  If the number is 100, there is no change. If less than 100, the character pays less than normal amounts and if more than 100, the character pays more than normal amounts.

Use the OK button to save your work and return to the previous screen or the Cancel button to return to the previous screen without saving your work.


Kit Allowed Classes

Use this screen to determine permitted classes and multi-classes for this kit.

The five list boxes across the top of the screen contain all of the possible classes.  To allow a class to use this kit, click on that class in one of the top boxes and then click the Add button. To allow a multi-class to take this kit, select the members of that multi-class in the top boxes and then select the Add button.

To clear a selection from a box, click on the empty space at the top of the box.

Multi-classes cannot contain more than one selection from any one box. Multi-classes may contain a selection from two, three, four, or five boxes.

To eliminate a previously selected class or multi-class, select that class or multi-class in the …allowed for this kit box and then select the Remove button.

Close

This button saves your work and returns you to the Classes Allowed screen.


Group Encounter

This dialog box allows you to either create and save an encounter for the NPC group in the Party list box or to printout that encounter, depending on which radio button is chosen.

If the encounter radio button is selected, the encounter will be saved in the Encounters section of the Monsters and Encounters portion of the program.  You may access this through the DM Toolkit screen.

If the printout option is selected, you may choose to print a condensed (or summary) format similar to that used in many TSR modules.  You may also choose to use the print preview option.

The option you select (save or print encounter as indicated by the radio button), is executed when the OK button is selected.  This will also return you to the NPC screen.

To return to the NPC screen without printing or saving the encounter, use the Cancel button.


Free Non-weapon Proficiency

Select a non weapon proficiency that will be free.

This character kit allows you to choose a free non-weapon proficiency during character creation. Select a proficiency from the list on the left of the screen and then click on the Add button.


Weapon of focus

This character kit allows you to choose a weapon during character creation that will provide a +1 bonus to attack and/or damage rolls. Select a weapon from the list on the left of the screen and then click on the Add button.


Weapon of focus

This character kit allows you to choose a weapon during character creation that will provide a +1 bonus to attack and/or damage rolls. Select a weapon from the list on the left of the screen and then click on the Add button.


Weapon of focus

This character kit allows you to choose a weapon during character creation that will provide a +1 bonus to attack and/or damage rolls. Press this button to select a weapon.


Weapon of focus

This character kit allows you to choose a weapon during character creation that will provide a +1 bonus to attack and damage rolls. Press this button to select a weapon.


Add NPC to Encounter

To add an NPC to this encounter, select an NPC from the list on the left and press this button.


Close

Press this button to return to the previous screen.


Weapon Proficiencies

This dialog box allows you to specify which Weapon Proficiency applies to this weapon.

If the include this weapon name… box is checked, a special WP will be created for this weapon.  If you want a different WP to apply to this weapon, click on the box to uncheck it. This brings up a drop down list box.  Use the down arrow to display other Weapon Proficiencies and left click on the one you want to apply to this weapon.

Weapon Group

To place this weapon in one or more weapon groups, select the desired weapon group(s) in the left list box and then click on the Add-> button. To return a weapon group, select it in the right list box and then click on the <-Remove button.

The Close button returns you to the previous dialog box.


 Selected required WPs

The weapon proficiencies that are added here will be required during character generation.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

Add Single Proficiency

To add a single required WP, first select the proficiency wanted from the top left list box and then press this button. The proficiency will appear in the lower list box.

Add Proficiency Group

To require the character to choose a specific number of required WPs from a larger list: first use the Add button to move each potential required WP from the left to the right list box.  Then enter the number of WPs that must be selected in the Select  of these  edit box. Next select the Add proficiency group button and the number and possible WPs will appear in the lower list box.

Remove this Proficiency Group

First select the WP group that you want to remove, then press this button and to delete it.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Every other weapon proficiencies that is taken by a character using this kit must be from weapon proficiencies selected here.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Finish

Press this button to return to the City screen.


Select a custom bitmap

Press this button to select a custom bitmap image for the current item.


 NPCs

This list box shows the different NPCs added by the program and which will be placed in the NPC group indicated by the name in the Group Name list box when the Create Group button is selected.


OK

Click this button to save your work and return to the previous screen.


Cancel

Selecting this button returns you to the previous screen without saving your work.


Name Conflict

A name conflict has been found in the database. All items must have a unique name and a custom item has been found with the same name as another item in the database. Please rename this custom item.


Level limits

These limit how high a character can advance in a class and apply to most non-human races if a radio button other than None is selected. The Apply Limits button will limit the maximum level a non-human can achieve in a class (where appropriate) without regard to high prime requisite scores.  The Prime Requisite Bonuses button will allow higher advancement for characters with high prime requisite scores.


Free Kit Spells

Use the Spell Type radio buttons to select either Wizard of Priest spells. Use the Level spin button to select spells by level.

From the Spells list on the left, select the spells you want to give to characters who take this kit and then click the <-Add button to move them into the left list box. The spells in the left list box will be given to characters who take this kit

To remove a spell from the left list box, select that spell and then click the Remove button.

The Close button returns you to the Kit Spells dialog box.

Specialist Left:

These show the bonus spells available to this character.

The top Specialist Left: shows the number of bonus spells available from the school on the right. The lower Specialist Left: shows the number of bonus spells available from the sphere on the right. If no spells are available, the number will be 0.  If the character is not entitled to bonus sphere spells, "Does Not Apply" appears on the right.


Add/Remove

The magic items selected here are free when using this kit.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The schools selected here may not be used with this kit.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

The character kits selected here may not be used with this class.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.


Add/Remove

Select spells that will be in the scroll.

Add ->

To add an item, select it in the left list box and click this button.

<- Remove

To remove an item, select it in the right list box and click this button.

OK

Click this button to save your work and return to the previous screen.

Cancel

Click this button to return to the previous screen without saving your work.