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 Campaign Suite - Character Generator (Tutorial)</</font>

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This tutorial section is a work in progress, to be updated periodically with new features, and new sections. Check daily for updates!

Last updated: 11/27/04

1.0 Races
1.1 Default Races
1.2 Creature Races
1.3 Templates
1.4 Names

2.0 Classes
2.1 Advancing Class Levels and Multi-Classed Characters
2.2 Adjusting Hit Points

3.0 Skills
3.1 Viewing Sub-skills
3.2 Adjusting Ranks
3.3 Changing Class

4.0 Feats

5.0 Equipment and Magical Items
5.1 Adding a new item
5.2 Free items
5.3 Showing all items
5.4 Item Materials
5.5 Masterwork and Mighty items
5.6 Magical Items
5.6.1 Magical Weapons and Armor
5.6.2 Other Magical Items
5.7 Random Treasure

6.0 Spells

7.0 Misc

8.0 Notes

9.0 Printing Characters

1.0 Races

Every character should have a race. Race should be the first thing that you select, before any advancement, because race will change the skillpoints, feats, and other features of the characters class during advancement. Note that occasionally, a creature race will have a bonus feat such as "Weapon Focus", which you will be prompted to select the "Sub-Feat" at the time of choosing the race.

1.1 Default Races

To add a default race, simply click the Race Combo box, and choose the race that you wish to add to the character (Dwarf, Human, etc).

1.2 Creature Races

Some characters use Creatures as races. Creature races are those not located in the "standard" set of races for the campaign setting.

To apply a creature race to a character, click the "Creature" button, located under Alignment (Next to Template). (Alt-U is a shortcut).

If you haven't opened a Creature File, you will get a box that says, "This command requires loading a Creature File. Do so now?" Click "Yes" and select the file "Creatures35.xml" - or another creature file if you have one of your own.

After the Creature File has been loaded, you will be prompted with a Creature Search Box. You can input a partial search in the top text to narrow down the list, or use the 2 sliders provided for Challenge Rating to select a range. Lastly, you can choose creatures by Climate and Terrain.

Example: You could type in "bu" in the partial search box. This provides you with: Bugbear, Bulette, and Succubus (Demon). Choose "Bugbear" to make your character into a Bugbear.

1.3 Templates

Templates apply to the character at any point. You can add a template to your character by clicking the "Template" button, and choosing from the list provided (Such as Zombie). Several of your characters attributes will be changed by the template, so it is recommended you choose one at the beginning of character creation.

1.4 Names

You can give your character any name you want, by editting the Name Box at the upper left of the main page of the Character Editor. Additionally, your race may also have it's own "Name Rule" file that allows for completely random generation of names. Clicking the "Random" button next to the characters name provides a random name for your character. Note that name rules are created using JH Namegen Gold.

2.0 Classes

As with choosing a race, you can select the current class for your character by using a drop-down list of all standard and prestige classes included in your campaigns configuration. If you are using the unregistered version of Campaign Suite Extended, only a limited number of classes will appear in this list.

Some classes have certain requirements that must be met before you can select this class. You must ensure your character satisfies all the requirements to be able to choose the selected Class. For example, choosing Arcane Archer may give you a box that reads:

You do not meet the requirements for this class:
Base Attack Bonus: +6
Feat: Point Blank Shot
Feat: Precise Shot
Weapon Focus(Any bow)
Arcane Spells: Spellcasting: Ability to cast level 0 Arcane Spells
Race: Elf
Race: Half-Elf

2.1 Advancing Class Levels and Multi-Classed Characters

To advance a character in the currently selected class, click the "advance" button. You can change the current class at any time, to any other class you meet the requirements for, the same as you would select an initial class. At that point, you can also use the "advance" button on the second class, thus making your character a Multi-Classed character.

Each class and level that you have added to your character appears in the Class and Level display box, on the right hand side of the Character Editor screen. You can right-click on any class in the list, giving you the option to add or remove class levels in that particular class, without having to select the characters current class.

2.2 Adjusting Hitpoints

You can adjust your characters total hit points at any time by clicking the "Edit" button located under the Class and Level grid. This will bring up a box that lets you modify hit points for each character level, or completely re-roll all levels. Adjust these numbers, or roll randomly, until your character has the desired hitpoints.

3.0 Skills
3.1 Viewing Sub-Skills

Certain skills, for example Craft, have sub-skill options that you may add ranks to. By double-clicking the main skill, you will see the list of sub-skills expand underneath it. Now you can set your skill ranks just like any other skill for each individual sub-skill. In some cases, some sub-skills will be class skills while others will not be.

3.2 Adjusting Ranks

Located to the right of the Skill Tree is an up/down button that allows you to adjust the current skill ranks for your character. The minimum and maximum is pre-calculated, so you can adjust to any number within the range. It is recommended that you spend points in groups of four, but this is not required in any way.

It may be easier to simply use the "Max" button, which will set the maximum rank on the currently selected skill.

3.3 Changing Class

To change the class that you are selecting skills for, return to the Main character page, and then select the class from the drop-down list. Then you may return to the skills page, and add ranks appropriate to that class. Note that skill points will only be spent for the currently selected class.

4.0 Feats
5.0 Equipment and Magical Items
5.1 Adding a new item

First, open up the "category" for the item that you wish, then choose the item by double-clicking it to add it to your characters inventory. If you do not have enough wealth to make the purchase, a box will appear telling you that you don't have enough money. Your characters wealth will be calculated as you make the purchase, and broken down into the respective units. If you are using the Modern or another ruleset that doesn't use wealth as presented in the standard configuration, then there are no rolls to determine availabilty.

5.2 Free Items

If your character received an item as a treasure, or inheretance, or you simply do not calculate the pricing of items you can make all purchases cost nothing by choosing the "Free purchases" check box.

5.3 Showing all Items

By default, Campaign Suite Extended only displays items that your character is proficient in. If you want to show all items, proficient or not, click "Show all".

5.4 Item Materials

Some items may be made from a special material. To add a material to any given item, right-click on the item in your characters inventory to bring up a menu. Choose "Set this items material..." and select the given material from the list provided. Note that you can add, remove, or modify materials in the Coins and Magic Configuration window.

5.5 Masterwork and Mighty Items

To make an item into a masterwork quality item, click on the "M" column of the characters Inventory. If this column reads "Y" then the item is Masterwork - if it reads "N" then it is normal.

Certain ranged weapons can be made into "Mighty" weapons, allowing strength bonuses to apply up to a certain point. Use the "Mighty" column to select the maximum strength modifier that will apply to the weapon - a drop down list will appear with the Mighty weapon modifiers available to the character.

5.6 Magical Items
5.6.1 Magical Weapons and Armor

A weapon or piece of armor can be made into a standard magical item in much the same way as making a weapon into a mighty weapon. Click on the "Bonus" column, and select the appropriate magical modifier to the weapon, using the drop-down list that appears. Note that a magical item automatically becomes a Masterwork item.

5.6.2 Other Magical Items

You can add any magical item to your character by clicking the "Magic" button, or by using the Right-Click menu on the Characters Inventory and picking "Add Magical Item". You must first choose the category for the item. If you don't know the category, choose "All". Once you have selected the item, it will appear in your characters inventory, and the items cost will be deducted (if you have not selected the Free Purchases checkbox).

5.7 Random Treasure

Random Treasure can be added to your character with the "Treasure" button. This will roll a completely random treasure, based on your characters Effective Character Level. Magical item and other treasure tables can be modified in the Configuration editor for Coins & Magic. Use the "reroll" button to set your coins to their default values.

6.0 Spells
7.0 Misc
8.0 Notes
9.0 Printing Characters
"October 17, 2003 --- I've been using Campaign Suite for quite some time. As a GM, Campaign Developer, and Game Developer, I find it an invaluable tool for most of my recordkeeping. The exportability makes it great for player handouts, keeping track of NPCs, even giving PCs printed records of their own characters." --- from Dragon Pro Games/Legends
"September 16, 2002 --- ...You name it, I think Campaign Suite can do it. ... Ive had the chance to tinker around with a trial version of the suite, and I even though I barely scratched the surface of its capabilities, I set up dice parameters for character creation, created several characters (including prestige classes), generated weather for several weeks worth of game time, created encounter tables based on climate and terrain then inserted the encounters into maps Ive also edited here and included/excluded certain feats, specific equipment items, languages, deities, magical items, monsters, character races, skills, and spells. In not much time at all, I had the basis for my whole campaign set "in stone" a malleable, re-moldable stone, that is." --- Kithmaker from Mortality.net
"March 30, 2002 --- This determination to produce the best bit of software for any Dungeons and Dragons player helps to push Campaign Suite right to the forefront of RPG technologies." --- GameWyrd


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