*** Updated 5.9.3
Tag Name: REGION:x
Variables Used (x): Text (Region Name or None)
What it does:
Example:
REGION:Europa
Character must be from region Europa to apply any kits in the file.
REGION:None
There is no region prerequisite for these kits.
All Main Body Tags are fully capable of being limited by the use of PRExxx tags.
Many of these tags grant things to the character only if they can obtain it legally.
This means that if you cannot afford all the gear in the list, that the kit will purchase as much as possible until you run out of money, but if you have previously gone to the inventory screen and set the program to make all purchases cost zero, then that is perfectly fine, the kit will purchase everything for zero.
Or if the kit is set to try to give you a feat which would normally be unavailable to you, but you have set the program options to ignore requirements, then that is fine, the kit will give you the feat.
Tag Name: STARTPACK:x
Variables Used (x): Text (Kit name)
What it does:
Example:
STARTPACK:Bar1
Would create a new available kit called "Bar1".
*** New 5.11.11
Tag Name: ABILITY:CATEGORY=x|y|y
Variables Used (x): Text (Ability Category name)
Variables Used (y): Text (Ability name)
Variables Used (y): TYPE=Text (Ability TYPE)
What it does:
Example:
ABILITY:CATEGORY=FEAT|Weapon Focus (Greataxe)
Would grant the "Greataxe Weapon Focus" feat.
ABILITY:CATEGORY=FEAT|Dodge PRESTAT:1,DEX=13
Would grant "Dodge" if the character has a Dexterity of at least 13.
ABILITY:CATEGORY=FEAT|Dodge|Improved Initiative
Would grant the choice of Dodge or Improved Initiative.
ABILITY:CATEGORY=FEAT|TYPE=ItemCreation
Would grant the choice of an ItemCreation type feat.
ABILITY:CATEGORY=Salient Divine Ability|Alter Size
Would grant the Alter Size salient divine ability.
ABILITY:CATEGORY=Salient Divine Ability|Alter Size|Divine Blessing
Would grant a choice of the Alter Size and Divine Blessing salient divine abilities.
ABILITY:CATEGORY=Salient Divine Ability|Alter Form<tab>FREE:YES
Would grant the Alter Form salient divine ability without charging the salient divine ability pool.
*** New 5.9.7
Tag Name: ABILITY:PROMPT:FEAT(x)|CHOICE:y
Variables Used (x): Text (Feat choices)
Variables Used (y): Text (Feat to select)
What it does:
The ABILITY
tag is used to select the choice presented by an ADD:FEAT
chooser in a class level line. The Feat choices parameter must match the choices used in the ADD:FEAT
this ABILITY
is selecting for. The Feat to select should be a valid selection but this is not checked by the kit.
Where it is used:
Lines starting with LEVELABILITY.
Example:
LEVELABILITY:Ranger=1 <tab> ABILITY:PROMPT:FEAT(TYPE.Favored Enemy)|CHOICE:Favored Enemy (Humanoid (Elf))
Selects Humanoid (Elf) as a ranger's first favored enemy selection.
*** New 5.9.3
Tag Name: ALIGN:x|x
Variables Used (x): Text (Alignment abbreviation)
What it does:
Sets the Alignment of the PC. If the tag specifies multiple options a pop up window allows the user to select one.
Examples:
ALIGN:LG|NG|CG
Grants a choice of any good alignment.
ALIGN:CE
Sets the alignment to Chaotic Evil.
*** New 5.9.6
Tag Name: APPLY:x
Variables Used (x): Text (INSTANT or PERMANENT)
What it does:
Selects if the selection of this kit is stored with the character or not.
Where it is used:
APPLY can only be used on STARTPACK
lines.
Examples:
APPLY:INSTANT
Sets this kit to be usable multiple times.
*** New 5.9.3
Tag Name: CLASS:x LEVEL:y
Variables Used (x): Text (Class name)
Variables Used (y): Number (Levels to add)
What it does:
Grants the class and levels indicated to the character if they can legally attain them.
Examples:
CLASS:Warrior <tab> LEVEL:2
Would grant the character two levels of the Warrior class.
CLASS:Fighter <tab> LEVEL:4 <tab> PRECLASS:1,Fighter=1
Would grant four levels of Fighter if the character has at least one level in Fighter already.
*** New 5.8
Tag Name: COUNT:x
Variables Used (x): Number (Maximum number of choices to allow)
What it does:
Where it is used:
COUNT must be used in lines that start with DOMAIN, FEAT, PROF, or SPELLS. This tag will have no effect unless the primary tag contains a list.
Examples:
FEAT:Dodge|Improved Initiative|Alertness <tab> COUNT:2
Would allow the choice of two of Dodge, Improved Initiative, and Alertness.
PROF:Longsword|Rapier|Longbow|Shortbow <tab> COUNT:2
Would allow the choice of two of Longsword, Rapier, Longbow, and Shortbow.
SPELLS:LEVEL=1 <tab> COUNT:2
Would allow the choice of two first level spells.
*** New 5.9.3
Tag Name: DEITY:x
Variables Used (x): Text (Name of Deity)
What it does:
Sets characters Deity if qualified.
Example:
DEITY:Kong
Sets characters Deity to "Kong".
*** New 5.9.3
Tag Name: DOMAIN:x|x
Variables Used (x): Text (Domain Name)
What it does:
Sets characters Domains if qualified. COUNT can be used to limit the number of choices granted by the kit. If not present the character can take as many as he is normally allowed
Where it is used:
DOMAIN must be used in lines that start with DEITY.
Example:
DOMAIN:Animal
Sets the characters Domain to "Animal" if qualified.
*** New 5.9.2
Tag Name: EQMOD:x|y|y.x|y|y
Variables Used (x): Text, period delimited (Equipment modifier name)
Variables Used (y): Text, pipe delimited (Modifiers applied to the equipment modifier name)
What it does:
Where it is used:
EQMOD must be used in lines that start with GEAR.
Example:
EQMOD:Bane.Holy.Keen
The equipment modifiers "Bane", "Holy" and "Keen" (as seen in the item customizer in PCGen) are added to the granted equipment item.
EQMOD:KEEN.BANE|Undead
or EQMOD:BANE|Undead.KEEN
Bane Undead is added to the item.
EQMOD:ABILITYPLUS|STR+2
Applies a +2 STR bonus to the char when using the item.
*** New 5.8
Tag Name: EQUIPBUY:x
Variables Used (x): Number (Percentage)
What it does:
This sets the percentage that the total cost of all the gear in the kit is discounted (or inflated by). If set to 0 the gear is granted for free.
Where it is used:
EQUIPBUY must be used in lines that start with STARTPACK.
Example:
EQUIPBUY:0
The gear granted by the KIT is free.
EQUIPBUY:50
The gear granted by the KIT is granted for half the normal cost.
EQUIPBUY:200
The gear granted by the KIT is granted for twice the normal cost.
*** Updated 5.9.7
Tag Name: FEAT:x|x
Variables Used (x): Text (Feat name)
Variables Used (x): TYPE=Text (Feat TYPE)
What it does:
Examples:
FEAT:Weapon Focus (Greataxe)
Would grant the "Greataxe Weapon Focus" feat.
FEAT:Dodge PRESTAT:1,DEX=13
Would grant "Dodge" if the character has a Dexterity of at least 13.
FEAT:Dodge|Improved Initiative
Would grant the choice of Dodge or Improved Initiative.
FEAT:TYPE=ItemCreation
Would grant the choice of an ItemCreation type feat.
*** New 5.8
Tag Name: FREE:x
Variables Used (x): Property (YES or NO)
What it does:
Grants this item for free.
Where it is used:
FREE must be used in lines that start with FEAT or SKILL.
Example:
FREE:YES
The item that appears on this line will be granted to the character without subtracting from the character's available pool.
*** New 5.8
Tag Name: FUNDS:x
Variables Used (x): Currency Abbreviation found in miscinfo file (i.e. gp, euro, dollars, etc)
What it does:
Adds a specified amount of currency to the characters cash
pool in the Gear Sub-tab of the Inventory Tab. The FUNDS tag is paired with
a QTY tag which is used to set the amount granted. When used in a FUNDS line
QTY will take a number or formula with variables. It is possible to generate
a random number with the roll()
JEP operator, for example roll("1d6")
simulates a 1d6.
Example:
FUNDS:gp <tab> QTY:100
Adds 100 gp to the Gold pool which the character may now spend on equipment.
FUNDS:gp <tab> QTY:10*TL
Adds 10 times the characters total level of gp to the Gold pool.
FUNDS:gp <tab> QTY:10*roll("2d4")
Adds 2d4 times 10 gp to the Gold pool.
Tag Name: GEAR:x
Variables Used (x): Text (Item name)
What it does:
Grants the gear indicated to the character if they can afford to purchase it.
Example:
GEAR:Sack
Would put a "Sack" into the PCs equipment if they can afford it.
Tag Name: LANGAUTO:x,x
Variables Used (x): Text (Language Name)
What it does:
This is a comma delimited list of languages that the character automatically gains.
*** New 5.9.7
Tag Name: LEVELABILITY:x=y
Variables Used (x): Text (Class name)
Variables Used (y): Number (Level ability is granted at)
What it does:
LEVELABILITY signifies what class and level the following ABILITY tag is specifying the choice for.
Where it is used:
LEVELABILITY is used in kit lines.
Example:
LEVELABILITY:Ranger=1 <tab> ABILITY:PROMPT:FEAT(TYPE.Favored Enemy)|CHOICE:Favored Enemy (Humanoid (Elf))
Selects Humanoid (Elf) as a ranger's first favored enemy selection.
*** New 5.9.3
Tag Name: LOCATION:x,x
Variables Used (x): Text (Location to be equipped)
What it does:
LOCATION is used in GEAR lines to specify the location the item will be equipped to. If an item is of a TYPE with a specific slot then setting it to Equipped will equip it there. Only weapons need more specific settings.
Where it is used:
LOCATION is used in GEAR lines.
Example:
GEAR:Morningstar <tab> LOCATION:Primary Hand
GEAR:Leather <tab> LOCATION:Equipped
GEAR:Shield (Light/Wood) <tab> LOCATION:Equipped
GEAR:Javelin <tab> LOCATION:Carried
Equips the Morningstar to the Primary Hand slot, the Leather armor to the Armor slot, the Shield to the Shield slot and the Javelin to Carried.
*** New 5.8
Tag Name: MAXCOST:x
Variables Used (x): Number (maximum cost of equipment item)
What it does:
Sets the maximum cost a given piece of equipment will be purchased for. If the equipment would cost more than this number it will not be purchased.
Where it is used:
MAXCOST must be used in lines that start with GEAR.
Example:
MAXCOST:10
This equipment will only be purchased if it costs less than 10.
*** New 5.9.3
Tag Name: NAME:x
Variables Used (x): Text (The characters new name)
What it does:
Sets a name to the kit recipient.
Example:
NAME:Code Monkey
Sets the characters name to "Code Monkey".
*** New 5.9.5
Tag Name: OPTION:x,y|x,y
Variables Used (x): Number, JEP formula or VAR (Low value to compare SELECT against)
Variables Used (y): Number, JEP formula or VAR (High value to compare SELECT against, OPTIONAL)
What it does:
OPTION can be used on a line to determine randomly if the line will be granted to the character. OPTION specifies a number range in which the line will be granted if it matches the number generated by the last precedingSELECT tag.
Where it is used:
OPTION can be used in lines which grant things to the character such as GEAR, SKILL, CLASS, RACE, FEAT, etc. there must be a SELECT tag before the OPTION tag for it to be valid.
Example:
SELECT:roll("1d100")
GEAR:Scimitar <tab> OPTION:1,50
GEAR:Falchion <tab> OPTION:51,100
GEAR:Full Plate <tab> OPTION:1,STR*5
GEAR:Shield<tab> OPTION:1,10|75,100
GEAR:The One Ring <tab> OPTION:100
The SELECT tag sets a value between 1 and 100. If that value falls within 1-50 the Scimitar is granted, if the value is between 51 and 100 the Falchion is granted, if the value is between 1 and the characters Strength bonus times 5 the Full Plate is granted, if the value is between 1 and 10 or 75 and 100 the Shield is granted. If the SELECT value is exactly 100 The One Ring is granted and you had better start packing.
Tag Name: PROF:x
Variables Used (x): Text (Proficiency name)
What it does:
Example:
PROF:Greataxe
Would give a proficiency in the use of "Greataxe" if the PC can afford it.
PROF:Longsword <tab> RACIAL:YES
Would select Longsword as the bonus proficiency choice if the character can legally select that choice.
PROF:Longbow|Shortbow
Would grant the choice of Longbow or Shortbow as a bonus proficiency.
*** New 5.9.3
Tag Name: RACE:x
Variables Used (x): Text (Race Name)
What it does:
Sets the characters race.
Example:
RACE:Bugbear
Sets the characters race to Sets the characters race.
*** New 5.9.5
Tag Name: SELECT:x
Variables Used (x): JEP formula or VAR
What it does:
Sets a value that can be checked at any point after this tag appears in a kit using the OPTION: tag. If more than one SELECT tag is used in a kit each use of it will reset the value for the OPTION tags below it. This is used to determine randomly if an item will be granted by the kit, the OPTION tag can be added to any kit line and the object will only be granted if the range specified by the OPTION tag matches the number generated by the SELECT tag.
Example:
SELECT:roll("1d100")
Selects a number from 1 to 100 which can be checked by the OPTION tag.
*** New 5.9.2
Tag Name: SIZE:x
Variables Used (x): Size category (F,D,T,S,M,L,H,G,C)
Variables Used (x): PC (matches the equipment to the characters size)
What it does:
Enlarges or reduces the GEAR item to the size specified. Optional, if not present the equipments size is unchanged.
Where it is used:
SIZE must be used in lines that start with GEAR.
Example:
SIZE:S
The item is set to size small.
Tag Name: SKILL:x RANK:y
Variables Used (x): Text (Skill name)
Variables Used (x): Text (TYPE=<Skill type>)
Variables Used (y): Number (Skill rank)
What it does:
Examples:
SKILL:Climb RANK:4
Gives four ranks of "Climb" skill if they can afford it.
SKILL:TYPE=Knowledge RANK:4
Gives four ranks of "Knowledge" type skills if they can afford it.
Tag Name: SPELLS:x|x
Variables Used (x): Text (Spell name)
What it does:
Examples:
SPELLS:Detect Magic|Ghost Sound|Light|Read Magic
Would give the "Detect Magic", "Ghost Sound", "Light" & "Read Magic" spells if the PC has free spells.
SPELLS:LEVEL=0
Grants ALL 0-level spells.
*** New 5.9.3
Tag Name: SPELLS:SPELLBOOK=v|CLASS=w|x|x[y]=z
Variables Used (v): Text (Spellbook name)
Variables Used (w): Text (Spellcasting class name)
Variables Used (x): Text (Spell name)
Variables Used (y): Text (Metamagic Feat name, optional)
Variables Used (z): Number (Number of time the spell appears in the book)
What it does:
Examples:
SPELLS:SPELLBOOK=Prepared Spells|CLASS=Cleric|Aid=3|Align Weapon|Banishment
Would add Aid, Align Weapon and Banishment to the Prepared Spells spellbook, Aid appears three times.
SPELLS:SPELLBOOK=Known Spells|CLASS=Sorcerer|Daze|Detect Magic|Ghost Sound
Adds Daze, Detect Magic and Ghost Sound to the Sorcerers Known Spells spellbook.
*** New 5.9.3
Tag Name: STAT:x=y|x=y
Variables Used (x): Property (Stat abbreviation)
Variables Used (y): Number (The Value the stat will be set to)
What it does:
This sets the ability scores for the character. This is done as if the user had set them in the GUI, this sets the editable scores before racial and other bonuses are added in. Specifying all the Stats is not required, a single Stat or more can be set and any which are not specified are left alone.
Example:
STAT:STR=15|DEX=14|WIS=10|CON=10|INT=10|CHA=18
Sets the editable scores to those specified.
*** New 5.9.3
Tag Name: SUBCLASS:x
Variables Used (x): Text (Subclass name)
What it does:
Sets a subclass choice. Will avoid the subclass chooser.
Example:
SUBCLASS:Fast Hero
Sets a subclass choice to "Fast Hero".
*** New 5.9.2
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Name of template)
What it does:
This is a | (pipe) delimited list of templates that are granted by the feat.
Example:
TEMPLATE:Celestial
Adds the "Celestial" template to the character.
*** New 5.8, Updated 5.9.2
Tag Name: VISIBLE:x
Variables Used (x): Property (YES or NO)
What it does:
Where it is used:
VISIBLE must be used in lines that start with STARTPACK.
Example:
VISIBLE:YES
Shows the KIT name in PCGen.
VISIBLE:NO
Hides the KIT name in PCGen.
Tag Name: RACIAL:x
Variables Used (x): Boolean (YES or NO)
What it does:
Example:
RACIAL:YES
Elves naturally have the ability, during creation, to have a weapon proficiency with either the Longsword OR the rapier.
Tag Name: RANK:x
Variables Used (x): Number (Number of Ranks)
What it does:
Example:
RANK:4
Four ranks are given.
Tag Name: QTY:x
Variables Used (x): Number (Number of items)
What it does:
Example:
QTY:3
Three items are given.