Class Files

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.


Class Building 101

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.

Class and Class Level Lines

The Class and Class Level Lines are mandatory for all classes.

The Main Class Line

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-Class and Sub-Class Level Lines

Sub-classes can be implemented with the inclusion of the SUBCLASS and SUBCLASSLEVEL tags.

The Sub-Class Line

The Sub-Class Level Line

A Sub-Class Example

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 Class and Substitution Level Lines

Substitution levels can be implemented with the inclusion of the SUBSTITUTIONCLASS and SUBSTITUTIONLEVEL tags.

The Substitution Class Line

The Substitution Level Line

A Substitution Level Examples

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 . . .


Tag List

The tag list is broken down into six parts:


Tags Required for all Classes


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.


Spell Casters Tags


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:

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.


Sub-Class Tags


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.


Substitution Level Tags


*** 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.


Other Optional Tags


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 ADD:FEAT(Track,Shadow (TT))

1 FEATAUTO:.CLEAR.Track

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.


Monster Specific Tags


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.