Class files are where each class is listed, given it's important information for the correct output and functioning of the class.
This section consists of two major sections: Class Building 101 and the Tag List.
Classes have three types of elements. These consist of the Class and Class Level Lines, the Sub-Class and Sub-Class Level Lines, and the Subsitution Class and Substitution Level Lines.
The Class and Class Level Lines are mandatory for all classes.
The Main Class Line
CLASS:<class name>
tag.The Class Level Line
A Basic Class Example
CLASS:Rogue . . .
CLASS:Rogue . . .
1 . . .
2 . . .
.
.
(All Class Level Lines MUST be
included even if they are empty.)
.
19 . . .
20 . . .
Sub-classes can be implemented with the inclusion of the SUBCLASS
and SUBCLASSLEVEL
tags.
The Sub-Class Line
HASSUBCLASS:YES
must be present in the Class Line that this
line is associated with.SUBCLASS:<sub-class name>
tag.The Sub-Class Level Line
SUBCLASSLEVEL:<level number>
tag.CLASS:Rogue . . .
CLASS:Wizard . . .HASSUBCLASS:YES
CLASS:Wizard . . .
SUBCLASS:Abjurer <tab> COST:2 <tab> CHOICE:Abjuration <tab> KNOWNSPELLSFROMSPECIALTY:1
SUBCLASSLEVEL:1 <tab> FEATAUTO:Abjurer Learning Bonus
SUBCLASSLEVEL:10 <tab> SA:Immune to Acid
1 . . .
2 . . .
.
.
(All Class Level Lines MUST be included even if they are empty.)
.
19 . . .
20 . . .
Substitution levels can be implemented with the inclusion
of the SUBSTITUTIONCLASS
and SUBSTITUTIONLEVEL
tags.
The Substitution Class Line
HASSUBSTITUTIONLEVEL:YES
must be present in the Clss Lineaht t this line
is associated with.SUBSTITUTIONCLASS:<substitution class name>
tag.The Substitution Level Line
SUBSTITUTIONLEVEL:<level number>
tag.CLASS:Ranger . . .
CLASS:Ranger <tab> HASSUBSTITUTIONLEVEL:YES
SUBSTITUTIONCLASS:Orc Ranger
SUBSTITUTIONLEVEL:4 <tab> HITDIE:12 <tab> SA:Goblin Slave
(Ex)
SUBSTITUTIONLEVEL:10 <tab> HITDIE:12
1 . . .
2 . . .
.
.
(All Class Level Lines MUST be
included even if they are empty.)
.
19 . . .
20 . . .
The tag list is broken down into six parts:
Tag Name: ABB:x
Variables Used (x): Text
What it does:
This is a 3-5 letter abbreviation of the class name.
Example:
ABB:Rgr
The class abbreviation is "Rgr".
Where it is used:
Class Line.
*** Deprecated 5.11.11 - Remove 6.0 - Use BONUS:CLASSSKILLS| tag instead.
Tag Name: ADD:CLASSSKILLS(y,y)z
Variables Used (x): CLASSSKILLS
Variables Used (y): Text (Skill names)
Variables Used (y): TYPE.SkillType (Skill type)
Variables Used (y): ANY
Variables Used (y): CROSSCLASSSKILLS
Variables Used (y): EXCLUSIVE
Variables Used (y): NONEXCLUSIVE
Variables Used (y): TRAINED
Variables Used (y): UNTRAINED
Variables Used (y): AUTORANK=<Free Ranks>
Variables Used (z): Number, Variable or Formula (Number of choices granted)
What it does:
Where it can be used:
ADD:CLASSSKILLS is only valid in class lines.
Examples:
ADD:CLASSSKILLS(Bluff,Listen,Move Silently)2
Add any two of "Bluff", "Listen" or "Move Silently".
ADD:CLASSSKILLS(Wilderness Lore,TYPE=Knowledge,AUTORANK=1,Bluff,Move Silently,
Listen)2
Add any two of "Wilderness Lore", "Knowledge" type skills, "Bluff", "Move Silently" or "Listen".
ADD:CLASSSKILLS(NONEXCLUSIVE,AUTORANK=2)1
This would give the char two bonus ranks to the "nonexclusive" type skill selected.
ADD:CLASSSKILLS(TYPE=Knowledge)2
This would give the char two bonus ranks to the TYPE of "Knowledge" type skill selected.
*** New 5.11.11
Tag Name: ADD:CLASSSKILLS|[x|]y,y
Variables Used (x): (The optional count, defaults to 1)
Variables Used (y): Text (Skill names)
Variables Used (y): TYPE.SkillType (Skill type)
Variables Used (y): ANY
Variables Used (y): CROSSCLASSSKILLS
Variables Used (y): EXCLUSIVE
Variables Used (y): NONEXCLUSIVE
Variables Used (y): TRAINED
Variables Used (y): UNTRAINED
Variables Used (y): AUTORANK=<Free Ranks>
Variables Used (z): Number, Variable or Formula (Number of choices granted)
What it does:
Examples:
ADD:CLASSSKILLS|2|Bluff,Listen,Move Silently
Add any two of "Bluff", "Listen" or "Move Silently".
ADD:CLASSSKILLS|2|Wilderness Lore,TYPE=Knowledge,AUTORANK=1,Bluff,Move Silently,
Listen
Add any two of "Wilderness Lore", "Knowledge" type skills, "Bluff", "Move Silently" or "Listen".
ADD:CLASSSKILLS|NONEXCLUSIVE,AUTORANK=2
This would give the character two bonus ranks to the "nonexclusive" type skill selected.
ADD:CLASSSKILLS|2|TYPE=Knowledge
This would give the char two bonus ranks to the TYPE of "Knowledge" type skill selected.
Where it is used:
Class Lines.
*** New 4.3.8*** Updated 5.11.6
Tag Name: ATTACKCYCLE:x
Variables Used (x): BAB, RAB, or UAB
What it does:
Example:
ATTACKCYCLE:UAB|3
Grants another attack ever 3 bonus points of BAB from the class to the Unarmed attack cycle.
Where it is used:
Class Line.
Tag Name: CLASS:x
Variables Used (x): Text
What it does:
Example:
CLASS:Ranger
The full class name is "Ranger".
CLASS:Defender.MOD <tab> TEMPLATE:Maximum Spell Level
Adds the TEMPLATE:Maximum Spell Level to "Defender".
CLASS:Fighter.FORGET
Removes the Class "Fighter" from the dataset.
Where it is used:
Beginning of Class Line.
Tag Name: HD:x
Variables Used (x): Number (4, 6, 8, 10, 12. default is 0)
What it does:
This is the Hit Die used to determine hit points at each level gained.
Example:
HD:10
The hit dice per level is 10.
Where it is used:
Class Line.
Tag Name: MAXLEVEL:x
Variables Used (x): Number (Maximum allowed level of this class)
Variables Used (x): NOLIMIT (No upper limit to the number of levels in this class)
What it does:
Example:
MAXLEVEL:10
The maximum class level is 10.
CLASS:Barbarian.MOD <tab> MAXLEVEL:100
The maximum class level is modified to 100.
CLASS:Barbarian.MOD <tab> MAXLEVEL:NOLIMIT
Remove the previously specified maximum class level for barbarian.
Where it is used:
Class Line.
Tag Name: STARTSKILLPTS:x
Variables Used (x): Number
What it does:
This is how many skill points a character gains per level.
Example:
STARTSKILLPTS:4
Class gets 4 skill points per level, before any modifiers.
CLASS:Blackguard.MOD <tab> STARTSKILLPTS:2 <tab> CSKILL:.CLEAR|Handle Animal|Ride <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot <tab> CCSKILL:Handle Animal|Ride
Modified Class that changes all of these Tags from their starting values..
Where it is used:
Class Line.
Tag Name: TYPE:x
Variables Used (x): Text (Monster, PC, NPC, Prestige, Base, Apprentice)
What it does:
This is used within the filters of PCGen to sort the classes by their respective types (makes it easier to find a specific class).
Example:
TYPE:Base.PC
The class will appear if the "Base" or "PC" filter options are selected.
Where it is used:
Class Line.
Tag Name: XTRAFEATS:x
Variables Used (x): Number
What it does:
This is used to determine how many extra feats the class will get at first level only.
Example:
XTRAFEATS:1
The class will gets 1 extra feat.
Where it is used:
Class Line.
Tag Name: ADDDOMAINS:x.x
Variables Used (x): Text (Domain Name)
What it does:
Examples:
ADDDOMAINS:Sun
The class gets the Sun domain as a choice regardless of the deity selected.
ADDDOMAINS:Sun.Law
The class gets the Sun & Law domains as a choice regardless of the deity selected.
ADDDOMAINS:Sun[PREDIETY:Ra].Law
The class gets a to choose between the Sun domain, if the character follows the diety Ra & the Law domain regardless of the deity selected.
Where it is used:
Class Level Line.
*** New 5.4
Tag Name: BONUS:CASTERLEVEL|x|y
Variables Used (x): Text (Class name)
Variables Used (y): Number (Number to add class level)
What it does:
Example:
BONUS:CASTERLEVEL|Wizard|CL
Sets the Wizards spell caster level to his class level.
BONUS:CASTERLEVEL|Paladin|CL/2|PRECLASSLEVEL:Paladin=4
Sets the Paladins spell caster level to half his class level after he reaches level 4.
Where it is used:
Class Level Line.
*** New 4.3.1
Tag Name: BONUSSPELLSTAT:x
Variables Used (x):Text (Abbreviated name of stat from statsandchecks.lst or "None")
What it does:
Example:
BONUSSPELLSTAT:STR
The class uses Strength to determine bonus spells.
CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Class Line.
*** Updated 5.8
Tag Name: CAST:x
Variables Used (x): Number or Formula
What it does:
Example:
CAST:3,3,1
Class can cast 3 0th level spells, 3 1st level spells and 1 2nd level spell.
Example:
DEFINE:CastLvl0|min(6,4+CL) <tab> CAST:CastLvl0
Sets the cast progression to the value of the variable CastLvl0
for 0
level spells.
Where it is used:
Class Level Line.
(Deprecated, use CAST with KNOWN and SPELLLEVEL tag instead.)
Tag Name: CASTAS:x
This tag was used to tell PCGen to use the referenced class's CAST: and KNOWN: tag progressions but has not worked for some time. The capability is not needed as this can be done with other tags. The way to replicate another classes spellcasting capabilities is to copy that classes CAST, KNOWN and other spell related tags into the new class and then use the SPELLLIST tag to assign it the spell list from the class being replicated.
Tag Name: DEITY:x
Variables Used (x): Text
What it does:
The list that the character may follow, it is | (pipe) delimited and defaults to ANY if not present
Examples:
DEITY:Zeus
Class may only have "Zeus" as its Deity.
DEITY:Zeus|Athena
Class may have "Zeus" or "Athena" as its Deity.
Where it is used:
Class Line.
*** Updated 5.11.4
Tag Name: DOMAIN:x|x
Variables Used (x): Text
What it does:
Example:s
7 TAB DOMAIN:Sun
At the seventh level class gets the Sun domain added.
15 TAB DOMAIN:Sun|Law
At fifteenth level class gets the Sun or law domain added.
11 TAB DOMAIN:Sun[PREDEITY:Ra]|Law
At eleventh level class gets the Sun or law domain added if thier deity is "Ra" or only Law if the deity is not "Ra".
Where it is used:
Class Level Line.
*** New 5.8
Tag Name: HASSPELLFORMULA:x
Variables Used (x): Yes (Ignored)
What it does:
Specifies that this class uses a formula for its KNOWN
and/or CAST
progressions.
Example:
HASSPELLFORMULA:Yes
Where it is used:
Class Line.
Tag Name: ITEMCREATE:x
Variables Used: Number or formula
What it does:
Example:
ITEMCREATE:2
The class level is doubled when calculating potions, scrolls and wands.
CLASS:Paladin ITEMCREATE:CL/3.3
The class level is calculated to the follwoing values at different Character Levels; 1=.3, 2=.6, 3=.9, 4=1.2, 5=1.5, 6=1.8, 7=2.1, 8=2.4, 9=2.7, 10=3.0 when calculating potions, scrolls and wands.
Where it is used:
Class Line.
*** Updated 5.8
Tag Name: KNOWN:x
Variables Used (x): Number
What it does:
Example:
KNOWN:6,4,3
The class knows 6 0th level spells, 4 1st level spells and 3 2nd level spells.
Example:
DEFINE:KnownLvl0|min(9,4+(CL/2)) <tab> KNOWN:KnownLvl0
Sets the known progression to the value of the variable KnownLvl0
for 0 level spells.
Where it is used:
Class Level Line.
*** Updated 5.11.4
Tag Name: KNOWNSPELLS:x
Variables Used (x): Text and/or Number
What it does:
Example:
6 TAB KNOWNSPELLS:Acid Fog
The class knows the spell "Acid Fog" at 6th Level.
1 TAB KNOWNSPELLS:Acid Fog|Alarm
The class knows the spell "Acid Fog" at 6th Level; and "Alarm" at 1st Level.
3 TAB KNOWNSPELLS:LEVEL=3
The class knows all level 3 spells available.
0 TAB KNOWNSPELLS:TYPE:Divine
The class knows all divine spells AT 0 Level available.
3 TAB KNOWNSPELLS:LEVEL=3,TYPE=Arcane
The class knows all level 3 arcane spells available.
Where it is used:
Class and Class Level Line.
Tag Name: MEMORIZE
Variables Used: YES or NO
What it does:
Means that the class is required to memorize spells as a wizard does.
Example:
MEMORIZE:YES
The class memorizes spells as a wizard does.
Where it is used:
Class Line.
Tag Name: PROHIBITED:x,x
Variables Used: Text
What it does:
This is a comma delimited list of spell schools that are prohibited to the class (no spells from that school can be taken).
Example:
PROHIBITED:Divination,Necromancy
The class cannot use Divination or Necromancy.
Where it is used:
Class Line.
*** Updated 5.11.6
Tag Name: PROHIBITSPELL:x.y.y
Variables Used (x): ALIGNMENT
Variables Used (x): DESCRIPTOR
Variables Used (x): SCHOOL
Variables Used (x): SUBSCHOOL
Variables Used (x): SPELL
Variables Used (y): Text
What it does:
Prohibits characters from using certain spells. This tag can be qualified with PRExxx statements. Alignment restrictions imposed by this tag can be turned off by the PROHIBITSPELLS house rule preference.
SUBSCHOOL works just like SCHOOL syntax-wise.
SPELL allows individual spells... these MUST BE COMMA DELIMITED (NOT DOT DELIMITED)
Example:
PROHIBITSPELL:ALIGNMENT.Evil
Prohibits the character from taking spells with the 'Evil' descriptor.
PROHIBITSPELL:ALIGNMENT.Chaotic.Evil
Prohibits the character from taking spells that have both the 'Chaotic' and the 'Evil' descriptors.
PROHIBITSPELL:DESCRIPTOR.Fear
Prohibits the character from taking spells with the 'Fear' descriptor.
PROHIBITSPELL:SCHOOL.Illusion
Prohibits the character from taking spells from the illusion school.
1 <tab> PROHIBITSPELL:ALIGNMENT.Good|PREALIGN:LE,NE,CE <tab>
PROHIBITSPELL:ALIGNMENT.Evil|PREALIGN:LG,NG,CG <tab>
PROHIBITSPELL:ALIGNMENT.Lawful|PREALIGN:CG,CN,CE <tab>
PROHIBITSPELL:ALIGNMENT.Chaotic|PREALIGN:LG,LN,LE <tab>
PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:2,5,8 <tab>
PROHIBITSPELL:ALIGNMENT.Evil|PREDEITYALIGN:0,3,6 <tab>
PROHIBITSPELL:ALIGNMENT.Lawful|PREDEITYALIGN:6,7,8 <tab>
PROHIBITSPELL:ALIGNMENT.Chaotic|PREDEITYALIGN:0,1,2
Prohibits the character from taking Good spells if alignment is 2,5,8; taking evil spells if alignment is 0,3,6; taking Lawful spells if alignment is 6,7,8; taking Chaotic spells if alignment is 0,1,2; taking Good spells if Deity alignment is LE,NE,CE; taking evil spells if Deity alignment is LG,NG,CG; taking Lawful spells if Deity alignment is CG,CN,CE; taking Chaotic spells if Deity alignment is LG,LN,LE.
PROHIBITSPELL:SPELL|Fireball,Lightning Bolt
Prohibits the character from taking spells from this list.
Where it is used:
Class Line.
Tag Name:SPELLBOOK:x
Variables Used: YES or NO
What it does:
Means that the class is required to use a spellbook as a wizard does.
Example:
SPELLBOOK:YES
The class uses a spellbook.
CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Class Level Line.
*** Updated 5.7.15*** Updated 5.11.4
Tag Name: SPELLLIST:x|y|y
Variables Used (x): Number (number of choices)
Variables Used (y): Text (Class Name)
Variables Used (y): Text (Domain Name)
What it does:
SPELLLIST:<name>
has been deprecated.Example:
CLASS:Faemancer <tab> SPELLLIST:1|Ranger
The class uses the ranger spell list.
SUBCLASS:Egoist <tab> SPELLLIST:1|Ranger|Druid
The subclass uses either the ranger or druid spell list.
CLASS:War Mind <tab> SPELLLIST:2|Ranger|Druid|Barabarian
The class uses 2 of the ranger, Druid or Barbarian spell lists.
CLASS:Blood Witch <tab> SPELLLIST:1|Animal(Domain)
The class uses the Animal Domain spell list.
CLASS:Rogue.COPY=Blood Witch <tab> SPELLLIST:1|Animal(Domain)
Copy class Rogue to Blood Witch useing the Animal Domain spell list.
CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
CLASSES, CLASS Line, SUBCLASS line or SUBCLASSLEVEL line.
Tag Name: SPELLSTAT:x
Variables Used: abbreviated name of stat (from statsandchecks.lst)
What it does:
Used to tell PCGen what attribute/stat to use for determining bonus spells and maximum level the character can cast
Example:
SPELLSTAT:INT
The class uses Intelligence to determine bonus spells and maximum casting level.
SPELLSTAT:SPELL
Tells the program to look for a STAT:tag in the spells the class uses, and use that for each spell. For example used with psionic classes, where the spellstat depends on the powers used and not on the class.
CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Class Line.
Tag Name: SPELLTYPE:x
Variables Used (x): Text (Spell type)
What it does:
The type of spells the character casts
Example:
SPELLTYPE:Arcane
The class uses arcane spells.
CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Class Line.
*** Updated 5.11.4
Tag Name: SPECIALTYKNOWN:x,x,x,x,...
Variables Used (x): Number
What it does:
Adds the numeric value given to the number of specialty school spells that the class can cast per spell level. If not listed, the default value is 0.
Example:
19 <tab> SPECIALTYKNOWN:1,1,1,1,1,1,1,1,1,1
At 19 level the specialist can prepare one additional Zero thru ninth level spell (of the school selected as a specialty) per spell level each day.
12 <tab> SPECIALTYKNOWN:1,1,1
At 12 level the Paladin can prepare one third level spell per spell level each day, he already had a first and second.
Where it is used:
Class Level Line.
Tag Name: CHOICE:x
Variables Used (x): Text (Specialty Name)
What it does:
Indicates the specialty (name of school, sub-school or descriptor) of this subclass/specialty.
Examples:
SUBCLASS:Illusionist <tab> CHOICE:Illusion
For an Illusionist.
SUBCLASS:Abjure <tab> rCHOICE:Abjuration
For an Abjurer.
SUBCLASS:Diviner <tab> CHOICE:Divination
For a Diviner.
SUBCLASS:Savant <tab> CHOICE:Psychokinesis
For a Psychokinesis.
SUBCLASS:Blue Dragon Disciple <tab> CHOICE:Black Dragon Disciple
For a Black Dragon Disciple.
SUBCLASS:Shaper <tab> CHOICE:Illusion.CLEAR
Removes the coice for an Illusionist.
SUBCLASS:Nomad <tab> CHOICE:Abjuration.MOD <tab> CHOICE:Divination
Replaces the choice for an Abjurer with Diviner.
Where it is used:
Subclass Line.
*** New 5.3.3
Tag Name: COST:x
Variables Used (x): Number
What it does:
Indicates the cost (how many prohibited schools must be selected) of this specialty or subclass (0 is default).
Example:
COST:2
The subclass has a cost of 2.
Where it is used:
Subclass Line (REQUIRED to be on each SUBCLASS line).
*** New 5.3.3
Tag Name: HASSUBCLASS:x
Variables Used (x): Boolean (YES or NO)
What it does:
Example:
HASSUBCLASS:YES
The class has subclasses.
CLASS:Druid.MOD <tab> HASSUBCLASS:YES
The class has been modified to include subclasses.
Where it is used:
Class Line (REQUIRED if the class has SUBCLASS lines).
Tag Name: KNOWNSPELLSFROMSPECIALTY:x
Variables Used (x): Number (Number of spells)
What it does:
Indicates the number of spells from their specialty this class gets in addition to their regular allotment.
Example:
KNOWNSPELLSFROMSPECIALTY:1
The subclass has 1 spell from their specialty in addition to normal.
Where it is used:
Subclass Line.
*** New 5.4
Tag Name: PROHIBITCOST:x
Variables Used (x): Integer
What it does:
Determines the redeemed value (against COST) of this school if selected as prohibited. Allows a prohibited cost to be set independently of the cost.
Optional tag. If PROHIBITCOST is not present in the SUBCLASS line the value will default to COST. A value of 0 prevents this school from being prohibited.
Example:
PROHIBITCOST:2
The subclass has a prohibited cost of 2.
Where it is used:
Subclass Line.
Tag Name: SPELLSTAT:x
Variables Used (x): Text (abbreviated name of stat from statsandchecks.lst)
What it does:
Examples:
SPELLSTAT:STR
This subclass uses Strength to determine maximum level of spells.
SPELLSTAT:INT
This subclass uses Intelligence to determine maximum level of spells.
SPELLSTAT:SPELL
Tells the program to look for a STAT:tag in the spells the class uses, and use that for each spell. For example used with psionic classes,where the spellstat depends on the powers used and not on the class.
CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Subclass Line.
Tag Name: SUBCLASS:x
Variables Used (x): Text (name of subclass or specialty)
What it does:
Example:
SUBCLASS:Illusionist
The class has Illusionist as a subclass.
Where it is used:
Subclass Line.
*** New 4.3.1
Tag Name: SUBCLASSLEVEL:x
Variables Used (x): Number
What it does:
Example:
SUBCLASSLEVEL:3 <tab> SA:Angelfire
would add SA:Angelfire at level 3
Where it is used:
Subclass Line.
*** New 5.11.0
Tag Name: HASSUBSTITUTIONLEVEL:x
Variables Used (x): Boolean (YES or NO)
What it does:
Example:
HASSUBSTITUTIONLEVEL:YES
The class has substitution levels.
Where it is used:
Class Line (REQUIRED if the class has SUBSTITUTIONCLASS lines).
*** New 5.11.0
Tag Name: SUBSTITUTIONCLASS:x
Variables Used (x): Text (name of substitution levels)
What it does:
Example:
SUBSTITUTIONCLASS:Orc Ranger
The class has Orc Ranger substitution levels.
Where it is used:
Substitutionclass Line.
*** New 5.11.0
Tag Name: SUBSTITUTIONLEVEL:x
Variables Used (x): Number
What it does:
Example:
SUBSTITUTIONLEVEL:4 <tab> SA:Goblin Slave (Ex)
would add SA:Goblin Slave (Ex) at level 4 instead of the standard level 4 class abilities.
Where it is used:
Substitutionclass Line.
Tag Name: EXCLASS:x
Variables Used (x): Text (Class Name)
What it does:
This is the class to which all current class levels are converted if the class prerequisites are no longer met.
Example:
EXCLASS:Ex Monk
If prerequisites are no longer met, the character becomes an "Ex Monk".
Where it is used:
Class Line.
Tag Name: EXCHANGELEVEL:w|x|y|z
Variables Used (w): Text (Class Name)
Variables Used (x): Number (Class level, minimum level required in donating class)
Variables Used (y): Number (Class level, maximum levels donated from class)
Variables Used (z): Number (Class level, lowest that donation can lower donating class level to)
What it does:
Allows the exchange of levels from the current class to the specified class.
Example:
EXCHANGELEVEL:Ex Paladin|11|10|1
Up to 10 levels of Ex Paladin can be exchanged as long as there were at least 11 levels of Ex Paladin available.
Where it is used:
Class Line.
Tag Name: FEATAUTO:x|x
Variables Used (x): Text (Feat Names)
Variables Used (x): .CLEAR.Text (Feat Names)
What it does:
Examples:
FEATAUTO:Simple Weapon Proficiency
The class automatically receives the "Simple Weapon Proficiency" feat.
FEATATUO:Alertness|Blind Fighting
The class automatically receives the "Alertness" and "Blind Fighting" feats.
CLASS:Ranger.MOD
1
The class automatically receives the "Track" and "Shadow (TT)" skills, then removes the "Track" skill, on the first Class Level.
Where it is used:
Class and Class Level Line.
*** New 5.7.8 *** Updated 5.11.4
Tag Name: HITDIE:x
Variables Used (x): Number (Hit Dice size)
Variables Used (x): %+Number (Amount added to Hit Dice)
Variables Used (x): %-Number (Amount subtracted from Hit Dice)
Variables Used (x): %*Number (Amount Hit Dice is multiplied by)
Variables Used (x): %/Number (Amount Hit Dice is divided by)
Variables Used (x): %upNumber (Amount Hit Dice size is stepped up by)
Variables Used (x): %downNumber (Amount Hit Dice size is stepped down by)
Variables Used (x): %HupNumber (Amount Hit Dice size is stepped up by)
Variables Used (x): %HdownNumber (Amount Hit Dice size is stepped down by)
What it does:
Example:
HITDIE:12
The character now has a Hit Dice of 12.
HITDIE:%+2
Adds 2 to the current Hit Dice size.
HITDIE:%-4
Subtracts 4 from the current Hit Dice size.
HITDIE:%*3
Multiplies the current Hit Dice size by 3.
HITDIE:%/2
Divides the current Hit Dice size by 2.
HITDIE:%up2
Steps up the Hit Dice size by two steps. If the class has a Hit Die of d6 it will be stepped up to d10.
HITDIE:%down1
Steps down the Hit Dice size by one step. If the class has a Hit Die of d6 it will be stepped down to d4.
HITDIE:%Hup9
Steps up the Hit Dice size by nine steps. If the class has a Hit Die of d6 it will be stepped up to d15.
HITDIE:%Hdown3
Steps down the Hit Dice size by three step. If the class has a Hit Die of d6 it will be stepped down to d3.
Where it is used:
Class Level Line.
Tag Name: LANGBONUS:x,x
Variables Used (x): Text (Languages)
Variables Used (x): TYPE=Text (Language Type)
Variables Used (x): Text ('Any')
Variables Used (x): .CLEAR
What it does:
This is a comma (,) delimited list of the languages a character can choose from based upon their Intelligence stat.
When using 'Any', no other language designation is necessary.
Examples:
LANGBONUS:Draconic
The class can choose "Draconic" as one of thier languages.
LANGBONUS:Draconic,Elven
The class can choose "Draconic" or "Elven" as one of thier languages.
LANGBONUS:ALL
The class can choose any language loaded from sources as one of thier languages.
LANGBONUS:TYPE=Written
The class can choose any written language as one of thier languages.
LANGBONUS:TYPE=Spoken,Draconic
The class can choose any written language or "Draconic" as one of thier languages.
LANGBONUS:.CLEAR,Dwarven,Gnomish,Orcish
The class has all bonus languages cleared then can choose "Dwarvish", "Gnomish" or "Orcish" as one of thier languages.
Where it is used:
Class Level Line.
(Deprecated 5.11 - Remove 6.0, use PREMULT with !PRECLASS:1,Any tag instead.)
Tag Name: MULTIPREREQS:x
Variables Used (x): None
What it does:
If This tag is used then all Pre-Requisites are valid only if the character would be multi-classing into that class (i.e. there are no pre-reqs for choosing this as the first class).
Example:
MULTIPREREQS
The class prerequisites are only valid if not taken at 1st level.
Where it is used:
Class Line.
*** New 5.8
Tag Name: REMOVE:FEAT(x,x)y
Variables Used (x): Text (Name of feat)
Variables Used (x): TYPE.Text (Name of feat type)
Variables Used (x): CLASS.Text (Name of feat type)
Variables Used (x): CHOICE (pops a chooser box)
Variables Used (y): Number (Number of feats to remove, Optional)
Variables Used (y): ALL (Removes all indicated feats without prompting)
What it does:
Provides options for removing feats, this works with hidden feats as well as standard feats but not on those applied with the VFEAT or MFEAT tags. The (y) variable is optional, if not present the tag simply removes whatever feats are specified in variable (x).
Example:
REMOVE:FEAT(Alertness)
Removes the Alertness feat, no choice is presented, the feat is simply removed.
REMOVE:FEAT(TYPE.Fighter)3
Presents a list of Fighter type feats and allows the removal of up to 3.
REMOVE:FEAT(CHOICE)2
Presents a list of all feats the character has and allow removal of 2 of them. If a feat has a COST:# associated with it, it returns that # back to the feat pool.
REMOVE:FEAT(CLASS.Paladin)ALL
Removes all feats that have been granted/taken by the Paladin Class.
Where it can be used:
Works in class and template files.
*** New 5.8
Tag Name: REPEATLEVEL:x|y|z:
Variables Used (x): Number (level interval)
Variables Used (y): Number (Number of intervals before skipping one interval, use 0 for no skip, Optional)
Variables Used (z): Number (Maximum level, Optional)
What it does:
Example:
5 <tab> REPEATLEVEL:5 <tab> ADD:FEAT(ABonusFeat)
would add at levels 5,10,15,20,... up to the MAXLEVEL defined by class.
1 <tab> REPEATLEVEL:1|4 <tab> ADD:FEAT(ABonusFeat)
would add at levels 1,2,3,4,6,7,8,9,11,12,13,14,... up to the MAXLEVEL defined by class.
2 <tab> REPEATLEVEL:2|0|20 <tab> ADD:FEAT(ABonusFeat)
would add at levels 2,4,6,8,... up to level 20.
Where it is used:
Class Level Lines.
*** Deprecated - Use SA
Tag Name: SA:name(SPECIALS)
Tag Name: SKILLLIST:x|y|y
Variables Used (x): Number (Number of choices)
Variables Used (y): Text (Class Name)
What it does:
This is a | (pipe) delimited list of class names that the class can choose from to duplicate class skills.
Examples:
SKILLLIST:1|Ranger
The class can choose from Ranger class skills.
SKILLLIST:1|Ranger|Druid
The class can choose either from Ranger or Druid class skills.
SKILLLIST:2|Ranger|Druid|Barabarian
The class can choose from 2 of Ranger, Druid or Barbarian class skills.
Where it is used:
Class Line.
*** Deprecated - Use SA
Tag Name: SPECIALS
Tag Name: TEMPLATE:x
Variables Used: Text (Template Name)
What it does:
This is a | (pipe) delimited list of templates that are granted to the class.
Example:
TEMPLATE:Incorporeal|Undead|Celestial
The class uses the "Incorporeal", "Undead" and "Celestial" templates.
Variables Used (x): TEMPLATE:CHOOSE:
What it does:
CHOOSE will supply a popup window of the choices presented in the tag that are | (pipe) delimited and allow the user to pick ONE from the list.
Example:
TEMPLATE:CHOOSE:Celestial|Outsider
The class can choose either the "Celestial" or "Outsider" templates.
Variables Used (x): ADDCHOICE
What it does:
This is a | (pipe) delimited list of template choices that are added to the list presented by the original TEMPLATE:CHOOSE tag found here or in other lst files.
Example:
TEMPLATE:ADDCHOICE:Demihuman|Beast
The class can choose from the "Demihuman" or "Beast" templates in addition to others already entitled.
Where it is used:
Class Level Line or Class Line.
*** New 5.5
Tag Name: BONUS:UDAM|CLASS.x|y
Variables Used (x): Text (Class name)
Variables Used (y): Number or formula (Levels to add to unarmed damage)
What it does:
Example:
BONUS:UDAM|CLASS.Monk|5
Unarmed damage is treated as a Monk of five levels higher. For this to work you must have Monk levels.
BONUS:UDAM|CLASS.Monk|CL=SpecialMonk
Would raise the Monks Unarmed Damage 'level' by the Class Level of the 'SpecialMonk' class.
Where it is used:
Class Level Line.
*** New 4.3.9
Tag Name: VISIBLE:x
Variables Used (x): Boolean (YES/NO)
What it does:
Example:
VISIBLE:NO
The class is not visible for selection on the Classes and Summary tabs.
Where it is used:
Class Line.
*** Updated 5.7.12
Tag Name: WEAPONBONUS:x|x
Variables Used (x): Text (Weapon Proficiency Name)
Variables Used (x): TYPE.Text (Weapon Type)
What it does:
This is a | (pipe) delimited list of weapons or weapon types that are granted to the class as a choice of ONE of the listed weapons.
Example:
WEAPONBONUS:Dagger|Staff|Club|Mace|Sword (Short)|Shortbow (Composite)
The class can choose from a weapon proficiency from "Dagger", "Staff", "Club", "Mace", "Sword (Short)" or "Shortbow (Composite)".
WEAPONBONUS:TYPE.Simple
The class receives bonus proficiency in any one Simple weapon.
Where it is used:
Class Level Line.
Tag Name: LEVELSPERFEAT:x
Variables Used (x): Number
What it does:
This is the number of levels it takes for a monster to gain a new feat.
Example:
LEVELSPERFEAT:2
The class gets 1 feat per 2 levels.
Where it is used:
Class Line.
Tag Name: MODTOSKILLS:x
Variables Used (x): YES or NO
What it does:
This is either YES or NO for monster types that do not get their Intelligence modifiers for skills they get from gaining hit dice
Example:
MODTOSKILLS:YES
The class gets the intelligence modifier for skills they get for gaining hit dice.
Where it is used:
Class Line.
*** New 5.7.9
Tag Name: MONNONSKILLHD:x
Variables Used (x): Number (Number of hit dice)
What it does:
Defines the number of hit dice the monster does not get skill points for. This is normally defined by size, so the tag is normally seen with a PRESIZE requirement. It is only used with default monster mode off and will override other skill settings.
Example:
MONNONSKILLHD:32|PRESIZEEQ:C
A colossal monster would not get skill points for the first 32 levels/hit dice of this class.
Where it is used:
Class Line.
*** New 5.7.9
Tag Name: MONSKILL:x
Variables Used (x): Number or Formula (Skill points per level/hit die)
What it does:
Defines the number of skill points a monster gets per level/hit die of this class. It can be either a formula or a number. If it is a formula, stat abbreviations will be translated to the bonus for that stat. Note this is only used with default monster mode off.
Example:
MONSKILL:6+INT
Each level the monster will receive 6 + int bonus skill points.
Where it is used:
Class Line.
*** Updated 5.9.4
Tag Name: PRERACETYPE:x
Variables Used (x): Text (Race Name)
What it does:
Where it is used:
Class Line.
Example:
PRERACETYPE:Animal
This class can only be taken by "Animal" races.