| Name | The name of the creature. |
|---|---|
| Module | This is the Module name as stated by the GM. |
| Team | This is what color shows up on the mini border on the map. |
| Alignment | The Alignment of the creature (If the GM uses this) |
| Size | The size of the creature. |
| Space | This is the space you occupy on the grid. |
| Reach | Normal reach for a normal weapon. |
| Hit Dice | This shows you the Hit Dice of the creature. |
| Type | This shows you the creature type. |
| XP | This shows you your current XP (If the GM updates it). |
| HP | First number is current Hit Points. Second number is total Hit Points. |
| Fort | This is the bonus to your Fortitude Save. |
| Ref | This is the bonus to your Reflex Save. |
| Will | This is the bonus to your Will Save. |
| Max Dex | If you are wearing armor, this is the maximum DEX bonus you will receive. |
| AC | This is your Armor Class. |
| Custom | This shows the custom defenses. |
| DR | Damage Reduction (the type listed is what overcomes the Damage Reduction) |
| ER | Elemental Resistance. |
All items in red are buttons. Thus, you can make any ability check by simply pressing once on button that corresponds with ability check you wish to perform. You can also make Fort/Ref/Will Saves by pressing those buttons also. The Custom button will display all custom defenses for the creature.

This tab will resolve any attack, even special abilities such as Ranged Touch Domain or Bloodline Abilities. Also, combat manuevers can be resolved in the Attack Tab..
To Hit.
This is to reflect any special feats or enhancements that the creature has to modify the attack bonus of each attack line. If this creature had a Masterwork or Magical Weapon we could increase the To Hit to correctly calculate the attack bonus. Also, if the creature has a feat that increases the attack bonus we would also increase the To Hit bonus.
Name.
This is the name of the attack. You can be as specific as you would like, or you can make the name much more general. Players are unable to modify and save name changes. Contact your Judge if you need to update an item.
Damage.
This is the damage associated with the attack upon a successful hit, as determined by the Judge/GM of the game.
0d0 = Do not calculate any roll. Add ability modifiers, if any. Add modifiers due to an Active Effect, if any.
1d0 = Do not calculate any roll. Do not add any ability modifiers. Do not add any modifiers due to an Active Effect.
Crit.
This has two sections, the range and the multiplier. The range of a possible criticial attack can be chosen for each line from 2-20. The damage dice multiplier can be chosen from MAX damage or from a range of 2x dice roll up to 5x dice roll. Set the damage to MAX damage to comply with D&D 4.0 rules. Set the damage for a dice multiplier to comply with D&D 3.X and/or PFRPG rules.
Type.
The first entry represents what ability modifier you wish to use for the attack bonus. This can be set to any of the six abilities (str, dex, con, int, wis, or cha).
The second entry represents what ability modifier you wish to use for the damage bonus. This can be set to any of the six abilities (str, dex, con, int, wis, or cha).
Vs.
This is the type of defense the attack is targeting. You can pick between AC, Flat, Touch, and 3 custom defenses. In PFRPG, those will include CMD, CMD FF, and SR. In D&D 4.0 the 3 custom defenses would be FORT, REF, and WILL. Make sure to setup your custom defenses in the Options window under the Judge Tab, and make sure to check the Custom Defense button to make it active.
+6/+1.
If the attack allows for multiple attacks when taking a Full-Round action to only attack and the level of the creature allows for multiple attacks select "Yes."
"Yes" = Allows d20Pro to autocalculate multiple attack bonuses for when the creature's class levels which gives the creature a base attack bonus of +6 or higher.
"No" = Do not allow d20Pro to autocalculate multiple attack bonuses for when the creature's class levels gives the creature a base attack bonus of +6 or higher. This is useful for attacks that are standard actions, such as Vital Strike or Cleave (in PFRPG).
Style.
1-hand = 1x ability modifier multiplier for damage bonus.
2-hand = 1.5x ability modifier multiplier for damage bonus.
off-hand =1/2x ability modifier multiplier for damage bonus.

Allows you to view feats. If you need to adjust or add feats later on, contact your GM to update.
Game Mechanic Feats
Evasion = If d20Pro autocalculates damage for a Reflex save and the creature passes the save, the creature takes no damage. If the creature fails the Reflex save the creature takes full damage.
Improved Evasion = If d20Pro autocalculates damage for a Reflex save and the creature passes the save, the creature takes no damage. If the creature fails the Reflex save the creature takes half damage.
Improved Initiative = Gives the creature a +4 bonus to Initiative rolls.

You may roll a skill check from the Skills Tab by double-clicking the dice icon on the left of the skill you wish to perform. The result will be displayed in the Game Log.
Radio Buttons
Show All = Shows all skills from the skills.txt file.
Ranked = Shows all skills which you "Add" regarless of Rank and Misc modifiers to each skill.
Unranked = Shows all skills that have not been added to the "Ranked" skills.

Lists any item the creature has, if the Judge/GM enters them in. If you have a long list you can use the search feature on top to narrow the choices.
Money: PP, GP, SP, CP = info only regarding the cash on hand. This is not reflected in Encumbrance.

This will display any spellcasting classes as a seperate tab, and always the Freeform tab. If there were spells listed here you can double-click on the spell name you wish to cast to bring up the spell effect window where you can enter in the effect and pick your target(s) then submit it to the Judge/GM.

The Ability Tab allows you to use a pre-defined ability. Make sure to target the appropriate target before submiting it to the Judge/GM.
At Will = This is an ability that you can use at any time with no use limit.
Per Day = This is an ability that you can use a number of times per day. Once the creature uses their entire counter for an ability they no longer have access to it until the Judge/GM rests the Per Day Abilities.
Per Init = This is an ability that you can use a number of times per Combat Sequence. The Judge/GM must rest this ability after each Combat Sequence to reset the Per Init Abilities.
Charge = This is an ability that you can use a number of times before it's use is exhausted. The Judge/GM may reset this ability charge if you buy or find more.

The text written in this tab will be viewable to any player who inspects the Story (brings up the creature's Mini).

This tab contains any information you wish to be availible for the owner of the creature. Only the Judge/GM may edit the content.
Annotation = Whatever is typed in this filed will be displayed when anyone hovers their mouse over the creature as a tooltip along with other basic info such as the creature's name. Only the Judge/GM may edit the content.
