There are a number of tags which are available in all data-files (excluding the pcc and specialist files). There are:
*** New 5.4
Tag Name: AUTO:EQUIP|x|x
Variables Used (x): Text (<Equipment Name>)
What it does:
Examples:
AUTO:EQUIP|Flurry of Blows[PRECLASS:1,Monk=1]
The item "Flurry of Blows" is granted as a free equipment item if the character has a level of Monk.
AUTO:EQUIP|Flurry of Blows[PREMULT:2,[PRESTAT:1,DEX=15],[PRECLASS:1,Monk=1]]
The item "Flurry of Blows" is granted as a free equipment item if the character has a level of Monk and a DEX score of 15 or better.
*** Updated 5.7.7
Tag Name: AUTO:ARMORPROF|x|x
Variables Used (x): Text (<Armor Name>)
Variables Used (x): Text (Type=<Armor Type>)
What it does:
Examples:
AUTO:ARMORPROF|TYPE=Light
All Light armors are given as free armor proficiencies.
AUTO:ARMORPROF|Leather
Leather Armor is given as a free armor proficiency.
*** Updated 5.7.7
Tag Name: AUTO:SHIELDPROF|x|x
Variables Used (x): Text (<Shield Name>)
Variables Used (x): Text (Type=<Shield Type>)
What it does:
Examples:
AUTO:SHIELDPROF|TYPE.Buckler|TYPE.Light|TYPE.Heavy
All Light, Heavy and Buckler shields are given as free shield proficiencies.
AUTO:SHIELDPROF|TYPE.Tower
Tower Shields are given as a free armor proficiency.
*** Updated 5.4
Tag Name: AUTO:WEAPONPROF|x|x
Variables Used (x): Text (<Weapon Name>)
Variables Used (x): Text (Type=<Weapon Type>)
What it does:
Examples:
AUTO:WEAPONPROF|Sword (Long)|Shortbow (Composite)
The "Sword (Long)" and "Shortbow (Composite)" are given as free weapon proficiencies.
AUTO:WEAPONPROF|TYPE=Simple
All "Simple" weapons are given as free weapon proficiencies.
AUTO:WEAPONPROF|TYPE=Simple|TYPE=Martial
All "Simple" and "Martial" weapons are given as free weapon proficiencies.
AUTO:WEAPONPROF|TYPE=Ranged|TYPE=Piercing|TYPE=Simple
All "Ranged", "Piercing" and "Simple" weapons are given as free weapon proficiencies.
AUTO:WEAPONPROF|TYPE=Martial.Slashing
All "Martial" weapons that are "Slashing" type are given as free weapon proficiencies.
AUTO:WEAPONPROF|TYPE=Martial.Slashing.Melee
All "Melee" type "Martial" weapons that are "Slashing" type are given as free weapon proficiencies.
*** Updated
Tag Name: CSKILL:x|x
Variables Used (x): Text (<Skill Name>)
Variables Used (x): Text (Type=<Skill Type>)
What it does:
Grants the listed skills as class skills. When used in a classes.lst, it grants the class skills only to the class it is actually in. When used in a domains.lst, it grants the class skills only to the classes that grant the domain. When used anywhere else it grants the class skills to all classes the character possesses.
Examples:
CSKILL:Listen|Spot
The "Listen" and "Spot" skills are made class skills.
CSKILL:Search|TYPE.Knowledge
The "Search" and "Knowledge" type skills are made class skills.
Tag Name: CCSKILL:x|x
Variables Used (x): Text (<Skill Name>)
Variables Used (x): Text (Type.<Skill Type>)
What it does:
Grants the listed exclusive skills as cross class skills.
Examples:
CCSKILL:Listen|Spot
The "Listen" and "Spot" skills are made cross class skills.
CCSKILL:Search|TYPE.Knowledge
The "Search" and "Knowledge" type skills are made cross class skills.
*** New 5.3.13
Tag Name: CHANGEPROF:x,x=y|x,x=y
Variables Used (x): Text (Name of weapon)
Variables Used (x): TYPE.Text (weapon type)
Variables Used (y): Text (Category of Proficiency to change to)
What it does:
Examples:
CHANGEPROF:Urgrosh (Dwarven),Waraxe (Dwarven)=Martial
Changes the above weapons to be Martial weapons for proficiency purposes.
CHANGEPROF:TYPE.Hammer=Simple
Changes all weapons of TYPE Hammer to be Simple weapons for proficiency purposes.
Tag Name: DESCISPI:x
Variables Used (x): BOOLEAN (YES or NO)
What it does:
YES means it will bold and italicize the description of an item in the info boxes in PCGen, to indicate that the name of the item is Product Identity. This is only visible in the Domain, Feats, and Spells tabs since no other objects display a description. Default is NO.
Example:
DESCISPI:YES
It will bold and italicize the description of an item in the info boxes in PCGen, to indicate that the name of the item is Product Identity.
Tag Name: DR:x
Variables Used (x): Text (Damage reduction text)
What it does:
Example:
DR:10/+1
Grants DR of 10/+1 on output.
Tag Name: KIT:x|y|y
Variables Used (x): Number (number of options user may select).
Variables Used (y): Text (Name of kit).
What it does:
Offers a choice starting kits.
Examples:
KIT:1|Wizard1|Illusionist1
Offers a choice of the Wizard1 or Illusionist1 starting kits.
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.
Example:
LANGAUTO:Common,Gnome
Character automatically gains "Common" & "Gnome".
Tag Name: MOVE:x,y,x,y
Variables Used (x): Text (Momement Mode)
Variables Used (y): Number (Rate per round)
What it does:
Determines the Type and Speed of the different movement types the race has.
Example:
MOVE:Walk,30,Fly,10
This would grant a walking speed of 30 ft per round and a flying speed of 10 feet per round
Tag Name: MOVECLONE:w,x,y,z
Variables Used (w): Text (Movement Mode)
Variables Used (x): Number (Correction to 1st Mode Movement Rate per round)
Variables Used (y): Text (2nd Movement Mode)
Variables Used (z): Mathematical (Calculation for 2nd Mode Movement Rate per round)
What it does:
Examples:
MOVECLONE:Walk,0,Fly,*2
Do nothing to "Walk", create the "Fly" movement type and set it equal to "Walk" multiplied by 2.
MOVECLONE:Walk,10,Tunnel,/3
Add 10 to "Walk", create "Tunnel" movement type and set it equal to 1/3 of the new "Walk" movement rate.
Tag Name: NAMEISPI:x
Variables Used (x): BOOLEAN (YES or NO)
What it does:
"YES" means it will bold the item in the program, to indicate that the name of the item is the Product Identity. The Default is "NO".
Example:
NAMEISPI:YES
The name is the Product Identity
Tag Name: OUTPUTNAME:x
Variables Used (x): Text (Name to appear on the output sheet)
Variables Used (x): [NAME] (This is replaced by anything in parenthesis on output)
What it does:
Alters the name of the object when output.
When the [NAME] tag is used it will be replaced by whatever is in parenthesis in the objects name.
This is useful when the name you wish to appear on the output sheet would contains symbols that might interfere with the program. It also helps to keep the list orderly as you can group a series of objects like scrolls and potions together without sacrificing the preferred name of the object.
You can use a % to add a variable number to the output in the same way the SA tag works. See the global tag SA for details
Example:
OUTPUTNAME:[NAME] Elf
LST entry "Elf (Gray)" will output as "Gray Elf".
OUTPUTNAME:Huge Water Elemental
LST entry "Elemental (Water/Huge)" will output as "Huge Water Elemental".
OUTPUTNAME:Formian [NAME]
LST entry "Formian (Queen)" will output as "Formian Queen".
OUTPUTNAME:Potion of [NAME]
LST entry "Potion (Glibness)" will output as "Potion of Glibness".
OUTPUTNAME:Magic Sword +%|((TL/5)+1)
If the character is level 10 this would output as "Magic Sword +2".
Tag Name:REGION
Variables Used: Text or Yes
What it does:
REGION:Yes
first, then REGION:<region
name>
- IN THAT ORDER - to achieve the desired effect.Example:
REGION:Yes
Will place the name of the template in parentesis after the race on the character output sheet.
REGION:Timbuktu
The PC is from the "Timbuktu" region.
Tag Name: SA:x
Variables Used (x):Text (Special Ability Name)
Variables Used (x):.CLEAR.Text (Clear Special Ability Totals)
What it does:
SA:.CLEAR..
will only clear a previous SA in the same object
(class, template, etc.). It will not clear them across objects.Examples:
SA:Fire in the Hole
Grants the special ability "Fire in the Hole".
SA:Sneak Attack +%d%|Sneak Attack|Sneak Attack Die
If the PCs <Sneak Attack> was 5 and <Sneak Attack Die> was 6, this would grant the special ability "Sneak Attack" at +5d6.
SA:.CLEAR..+1d6 to natural weapons SA:.+1d8 to natural weapons
Clears the "Natural Weapons" value and makes it +1d8 instead.
SA:Bananna toss|PRERACE:monkey
Grants the special ability "Bananna toss" if the characters race is "monkey".
*** Updated 4.3.10
Tag Name:SOURCELONG:x
Variables Used (x):Text (Long Source Name)
What it does:
The full product/book name.
Example:
SOURCELONG:Core Rulebook I (Foo Handbook)
The long source name for this file is "Core Rulebook I (Foo Handbook)".
*** Updated 4.3.10
Tag Name:SOURCESHORT:x
Variables Used (x):Text (Short Source Name)
What it does:
The short product/book name.
Example:
SOURCESHORT:FHB
The short source name for this file is "FHB".
*** Updated 4.3.10
Tag Name:SOURCEWEB:x
Variables Used (x):Text (Source Web Site)
What it does:
The URL that points directly to this product/book.
Example:
SOURCEWEB:http://www.foogames.com/product.php?products=654321
The web site for this source is "SOURCEWEB:http://www.foogames.com/product.php?products=654321".
*** Deprecated, use SPELLS
Tag Name: SPELL:x|y|z|x|y|z
Variables Used (x):Text (name of spell)
Variables Used (y):Number (number of times per day)
Variables Used (z):Text (<spellbook>)
What it does:
Examples:
SPELL:Acid Fog|1|Innate
"Acid Fog" is granted once per day as an "Innate" ability.
SPELL:Acid Fog|1|Innate|Spider Climb|3|ClassAbility
"Acid Fog" is granted once per day as an "Innate" ability and "Spider Climb" three times a day as a "Class" ability.
SPELL:Bless|1|Innate|PRELEVEL:1|PRESTAT:2,WIS=8,CHA=8
Would add "Bless" as an Innate spell usable once per day if the PC was level 1 or higher and had both Wisdom and Charisma 8 or higher.
SPELL:Bless|1|Innate|Detect Evil|3|Innate|PRERACE:Human|PRESIZE:M
Would add both "Bless" and "Detect Evil" as Innate and usable 1 and 3 times per day if the PC was of race 'Human' and size Medium.
SPELL:Holy Aura|3|Innate|Hallow|1|Innate|PRELEVEL:13|PRESTAT:1,INT=8,WIS=8
The above example shows two spells in one SPELL tag. While this is perfectly legal, please remember that the PRExxx tags at the end apply to ALL spells in the tag, so if the spells have different Prereq's than they must have separate SPELL tags.
*** Updated 5.4
Tag Name: SPELLLEVEL:CLASS|x|y,y|x|y,y
Variables Used (x): text (<Classname>=<spell level being assigned>)
Variables Used (x): SPELLCASTER.Type (<Spellcaster type, i.e. Arcane, Divine or Psionic>=<spell level being assigned>)
Variables Used (y): text (<spellname>)
What it does:
Assigns spells to a class or spellcaster type at a level specified.
Example:
SPELLLEVEL:CLASS|Assassin=1|Change Self,Detect Poison,Spider Climb|Assassin=2|Alter Self,Darkness
Adds "Change Self", "Detect Poison" and "Spider Climb" as level 1 "Assassin" spells and "Alter Self" and "Darkness" as level 2 "Assassin" spells.
SPELLLEVEL:CLASS|SPELLCASTER.Arcane=1|Cure Light Wounds
Adds Cure Light Wounds to any arcane spellcaster's list of 1st level spells.
*** New 5.3.3
Tag Name: SPELLLEVEL:DOMAIN|x|y,y|x|y,y
Variables Used (x): text (<Domain name>=<spell level being assigned>)
Variables Used (y): text (<spellname>)
What it does:
Assigns spells to a domain at a level specified.
Example:
SPELLLEVEL:DOMAIN|Air=1|Obscuring Mist|Animal=4|Repel Vermin
Adds "Obscuring Mist" as a level 1 "Air" domain spell and "Repel Vermin" as a level 4 "Air" domain spell.
*** New 5.7.9
Tag Name: SPELLS:u|[v]|[w]|x,[y]|x,[y]|z|z
Variables Used (u): Text (name of spellbook)
Variables Used (v): TIMES=<formula> (Cast times per day, Optional)
Variables Used (w): CASTERLEVEL=<formula> (Sets caster level, Optional)
Variables Used (x): Text (Spell name)
Variables Used (y): Number or Formula (Spell DC, Optional)
Variables Used (z): PRExxx tag
What it does:
Examples:
SPELLS:Innate|TIMES=3|CASTERLEVEL=(max(TL,1))|Acid Arrow,12+CHA|PRESTAT:1,CHA=12
"Acid Arrow" is granted as an "Innate" spell 3 times per day if the character has a Charisma score of at least 12. DC is 12+CHA, and the Caster level is the character's level (minimum 1).
SPELLS:Innate|TIMES=-1|CASTERLEVEL=TL|Fireball|Cure Light Wounds
Grants "Fireball" and "Cure Light Wounds" at will with a caster level equal to your hitdice in the spellbook "Innate"
SPELLS:Innate|Charm Person,15
Grants "Charm Person" once per day, first level with a DC of 15 in the spellbook "Innate"
SPELLS:Dragon|CASTERLEVEL=18|Death Ward|PRESTAT:1,WIS=20|PREALIGN:LG,NG,CG
Grants "Death Ward" once per day with a caster level of 18 in spellbook "Dragon" requiring a Wisdom of 20 and any good alignment.
SPELLS:Innate|TIMES=5|Wall of Stone
Grants "Wall of Stone", 5 times a day at 1st level in Spellbook "Innate".
Tag Name: SR:x
Variables Used (x): Number (Number or formula of Spell Resistance)
What it does:
This indicates the Spell Resistance this feat/class/template/etc. bestows.
Example:
SR:TL+10
This would set the Spell Resistance to be the characters total class levels + 10 on output for their total spell resistance.
*** New 5.3.3
Tag Name: STAT.x.NOTEMP
Variables Used (x): STR, DEX, CON, INT, WIS or CHA (Stat)
What it does:
This tag outputs the value of the given stat (i.e. STR, DEX, CON, INT, WIS and CHA) without any temporary modifiers applied.
Example:
STAT.STR.NOTEMP
This would output the character's unmodified strength score when used.
STAT.INT.NOTEMP
This would output the character's unmodified intelligence score when used.
*** New 5.3.3
Tag Name: STAT.x.NOTEMPMOD
Variables Used (x): STR, DEX, CON, INT, WIS or CHA (Stat)
What it does:
This tag outputs the modifier of the given stat (i.e. STR, DEX, CON, INT, WIS and CHA) without any temporary modifiers applied.
Example:
SR:STAT.INT.NOTEMP
This would set the character's spell resistance to their natural (unmodified) intelligence modifier.
*** New 5.5.1
Tag Name: TEMPDESC:x
Variables Used (x): Text
What it does:
A sentence of any length used to describe what the BONUS: with PREAPPLY tags are going to do or when they should be used.
The text will only be displayed in the Temporary Bonus Sub-Tab.
Example:
TEMPDESC:This bonus can be applied when the character is in an underground environment.
Describes the conditions needed for the bonus to be valid.
Where it is used:
Any line with a BONUS tag qualified with a PREAPPLY tag.
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used: ADDCHOICE
What it does:
This is a | (pipe) delimited list of template choices that are added to the list presented by the original TEMPLATE tag found in other lst files.
Example:
TEMPLATE:ADDCHOICE:Celestial|Outsider
The PC receives the "Celestial" and "Outsider" templates.
*** Deprecated.
Tag Name: TEMPLATE:x.REMOVE
Tag Name: UDAM:x,x,x,x,x,x,x,x,x
Variables Used (x): Text (By Creature Size)
What it does:
This indicates the unarmed damage the character does. There should always be 9 fields, one for each size. From Finite to Colossal, left to right.
Example:
UDAM:1,1d2,1d3,1d4,1d6,1d8,1d10,1d12,2d8
This sets unarmed damage done as 1 for finite to 2d8 for colossal.
Tag Name: UMULT
Variables Used: Number (Unarmed damage critical multiplier)
What it does:
This indicates the unarmed damage critical multiplier the character has. This tag ONLY works with the UDAM tag on the same line.
Examples:
UMULT:2
This set unarmed damage critical multiplier as x2.
*** New 5.5.2
Tag Name: UNENCUMBEREDMOVE:x
Variables Used (x): LightLoad
Variables Used (x): MediumLoad
Variables Used (x): HeavyLoad
Variables Used (x): Overload
Variables Used (x): LightArmor
Variables Used (x): MediumArmor
Variables Used (x): HeavyArmor
What it does:
This is a global tag that allows the character to ignore encumberance penalties to movement.
This tag is backwards inclusive, so if you have UNENCUMBEREDMOVE:MediumLoad it means you also have UNENCUMBEREDMOVE:LightLoad.
This can be | (pipe) delimited in order to negate both the encumberance and armor penalties.
Example:
UNENCUMBEREDMOVE:HeavyLoad|HeavyArmor
This is used in the Race entry for Dwarves, Dwarves ignore encumberance penalties to movement for heavy armor and heavy loads.
*** Updated
Tag Name: VFEAT:x|x
Variables Used (x): Text (Name of Feats)
What it does:
Examples:
VFEAT:Simple Weapon Proficiency
The character gains "Simple Weapon Proficiency" as a virtual feat.
VFEAT:Alertness|Blind Fight
The character gains "Alertness" and "Blind Fight" as virtual feats.
VFEAT:Banana Barrage|PRECLASS:1,Ninja Monkey=1
The character gains "Banana Barrage" as virtual feats only if they have at least one level of "Ninja Monkey".
Tag Name: VISION:x (y)|x (y)
Variables Used:Text, | deliminated
What it does:
This tag is "|" pipe delimited. This grants the specified vision to the character and formulas can be used to determine the distance.
Examples:
VISION:Low-light
This gives the "Low-Light" vision mode to the PC.
VISION:Darkvision (60')
This gives the "Dark" vision mode of 60 foot to the PC.
VISION:Darkvision (10*TL)
This gives the "Dark" vision mode of 10 x their total level to the PC.
VISION:Darkvision (120')|Low-light
This gives the "Dark" vision mode of 120 foot and the "Low-Light" vision mode to the PC.
Variables Used: .SET, or .CLEAR
What it does:
.CLEAR. will clear the vision listed after it from the character. The .SET. will change the characters vision to the new vision.
Example:
VISION:.CLEAR.Low-light
Removes the Low-light vision from the character
*** Deprecated. Use AUTO:WEAPONPROF
Tag Name: WEAPONAUTO:x
Warning: This section is nowhere near complete and will be expanded on as time progresses.
*** New
Tag Name: <name>.MOD
Variables Used: Text, First field of the item to be modified
What it does:
Examples:
Human.MOD
Modifies the Human race (in a race.lst file)
Dagger.MOD
Modifies the Dagger weapon (in equipment.lst file)
CLASS:Ranger.MOD
Modifies the Ranger class (in class.lst)
Skill Focus.MOD
Modifes the Skill Focus feat (in feat.lst)
*** New
Tag Name: <name>.COPY=<new name>
Variables Used: Text, First field of the item to be copied
What it does:
Examples:
Human.COPY=Aboriginee
Creates a new race called Aboriginee based on the Human race. (in a race.lst file)
Dagger.COPY=Hunting Knife
Creates a new weapon called Hunting Knife based on the weapon Dagger. (in equipment.lst file)
CLASS:Ranger.COPY=Woodsman
Creates a new class called the Woodsman based on the Ranger class. (in class.lst, see warning above)
Skill Focus.COPY=Heighten Knowledge
Creates a new feat called Heighten Knowledge based on the Skill Focus feat. (in feat.lst)
*** New
Tag Name: <tag>.CLEAR.<variable>
Variables Used: Text, Last field is the item to be cleared
What it does:
Examples:
Dagger.COPY=Hunting Knife <tab> TYPE:Exotic <tab> TYPE:.CLEAR.Simple
Creates a new weapon called Hunting Knife, adds the exotic type and then clears the simple type from the new weapon. (in equipment.lst file)
CLASS:Ranger.MOD <tab> CSKILL:.CLEAR.Animal Empathy
Modifies the Ranger class by eliminating the Animal Empathy skill from its class skill list (in class.lst)
CLASS:Toto
1 <tab> SA:Big Papa
2 <tab> SA:Big Mama
3 <tab> SA:.CLEAR.Big Papa <tab> SA:Very Big Papa
At level 3 .CLEAR is used to delete the SA 'Big Papa' because it becomes redundant or unnecessary when the class gets the SA 'Very Big Papa'. (in class.lst)
*** New
Tag Name: <name>.FORGET
Variables Used: Text, First field of the item to be removed
Examples:
Human.FORGET
Removes the Human race (in a race.lst file)
Dagger.FORGET
Removes the Dagger weapon (in equipment.lst file)
CLASS:Ranger.FORGET
Removes the Ranger class (in class.lst)
Skill Focus.FORGET
Removes the Skill Focus feat (in feat.lst)
What it does:
This is a variation of .MOD. Unlike .MOD, this tag has no other tags following it. .FORGET completely removes a class from a listing. Since this is done last, you can not .FORGET the Ranger class, then load up your own modified Ranger class.