There are a number of tags which are available in all data-files (excluding the pcc and specialist files). There are:
*** New 5.11.1
Tag Name: ABILITY:x|y|z|z
Variables Used (x): Ability Category (The Ability Category this ability will be added to).
Variables Used (y): Ability Nature (The nature of the added ability: NORMAL, AUTOMATIC, or VIRTUAL)
Variables Used (z): Ability Key (The Ability to add. Can have choices specified in "()")
What it does:
Examples:
ABILITY:FEAT|AUTOMATIC|Empower Spell
Adds the empower spell feat as an Auto feat.
ABILITY:CLASSFEATURE|VIRTUAL|Stunning Fist
Adds the Stunning Fist ability as a virtual class feature.
*** 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.
AUTO:ARMORPROF|TYPE=Light|TYPE=Medium
Light and Medium 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.
AUTO:SHIELDPROF|TYPE=Buckler|TYPE=Light|TYPE=Heavy
Light, Heavy and Buckler Shields are given as a free armor proficiency.
*** Updated 5.11.1
Tag Name: AUTO:WEAPONPROF|x|x
Variables Used (x): Text (<Weapon Name>)
Variables Used (x): Text (Type.<Weapon Type>)
Variables Used (x): DEITYWEAPONS
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.
AUTO:WEAPONPROF|DEITYWEAPONS
All favored weapons of the character's deity are given as free weapon proficiencies.
AUTO:WEAPONPROF|TYPE=NoProfReq|Longspear|Javelin
All "NoProfReq" and "Longspear" and "Javelin" weapons are given as free weapon proficiencies.
CLASS:Rogue.MOD <tab> AUTO:WEAPONPROF|Gladius
Modified the Rogue Class to include the Gladius weapon.
*** Updated 5.9.5
Tag Name: CSKILL:x|x
Variables Used (x): Text (<Skill Name>)
Variables Used (x): Text (Type=<Skill Type>)
Variables Used (x): ALL
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.
CSKILL:ALL
All skills are made class skills.
CLASS:Sorcerer.MOD <tab> CSKILL:.CLEAR.Scry <tab> CSKILL:Drive|TYPE.Knowledge|Perform
Modifies the Class Sorcerer, droping the class skill Scry and adding Drive, Perform and all TYPE.Knowledge skills.
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.
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.
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..
*** 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.
*** New 5.10.1+
Tag Name: COMPANIONLIST:x|y,y|z
Variables used (x): Text (The type of companion list to add to).
Variables used (y): Text (A race of companion to allow to the character).
Variables used (y): RACETYPE=Text (all races with the specified RACETYPE are available as this type of companion).
Variables used (y): ANY (Any race can be a companion of this type).
Variables used (z): FOLLOWERADJUSTMENT=
What it does:
? Adds a specific race or races to the list of available companions for the specified companion type.
? PRExxx tags can be added at the end of COMPANIONLIST tags, PRExxx tags are checked against the master.
? If the master does not meet the prereqs the companion will be displayed in the list but will be listed in red and cannot be added as a companion.
Where it is used:
Global.
Example:
COMPANIONLIST:Familiar|Bat,Cat,Hawk,Lizard,Owl,Rat,Raven,Snake(Tiny/Viper),Toad,
Weasel
Would build the list of standard familiars available to a Sorcerer or Wizard.
COMPANIONLIST:Pet|RACETYPE=Animal
Would build a list of all animals to available as a Pet.
COMPANIONLIST:Familiar|Quasit|PREFEAT:1,Special Familiar|PREALIGN:CE
A Quasit can be chosen as a Familiar but only if the master is evil and has the Special Familiar feat.
COMPANIONLIST:Animal Companion|Ape|FOLLOWERADJUSTMENT:-3
An Ape companion to a 4th level Druid gains the benefits normally granted to a companion of a 1st level Druid..
Tag Name: DEFINE:LOCK.x|y
Variables Used (x): Ability Score (STR, DEX, CON, INT, CHA, WIS or other stat defined in the gameMode)
Variables Used (y): Number (Value stat is to be locked to)
What it does:
Locks the specified ability score to a specific value regardless of any other bonuses to that ability. If the locked value is 10 the OS will output an asterisk (*) instead of the number. This is commonly used when a creature has a non-ability such as the undeads lack of a constitution score.
Example:
DEFINE:LOCK.CON|10
Constitution is set to 10 and an asterisk is output.
*** Updated 5.11.1
Tag Name: DESC:x
Variables Used (x): Text (ability description)
Variables Used (x): Text (deity description)
Variables Used (x): Text (domain description)
Variables Used (x): Text (equipment description)
Variables Used (x): Text (feat description)
Variables Used (x): Text (spell description)
What it does:
DESC:.CLEAR
will clear all DESC tags.DESC:.CLEAR.
will clear specific instances.%NAME
- The name of the object this DESC tag is in.%CHOICE
- Will replace the first associated choice in the object.%LIST
- Will substitute all choices comma separated into that parameter.DESC:.CLEAR.[A-Za-z]
.Example:
DESC:This domain grants the turn code monkey speech into english
The domain description.
DESC:This is a description of the item.
Adds a description for the equipment.
DESC:This is sample text for the example purposes
Adds feat description.
DESC:Kick Butt (level 3)|PRELEVEL:3
Adds feat description only if the PC is level 3 or higher.
DESC:Assembly ~ 1 table|PREVAREQ:AssemblyTables,1
DESC:Assembly ~ %1 tables|AssemblyTables|PREVARGTEQ:AssemblyTables,2
Adds a feat description which is dependent upon the value of the variable AssemblyTables.
DESC:You get a +2 bonus on all %1 saving throws|%CHOICE
Adds feat description and replaces %1 with the first choice made.
DESC:You get a +3 bonus on all checks involving %1|%LIST.
Adds feat description replaces %LIST with all choices made.
DESC:%3 Sneak Attacks per day for +%1d%2 damage|SneakAttack|SneakAttackDie|SneakAttackTimes
Adds feat description substituting the variables from the positions specified.
Advanced Combat Martial Arts.MOD <tab> DESC:.CLEAR <tab> DESC:When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage
Changes the feat description, substituting the specified.
DESC:Toasts the monsters with fire
What the spell does.
DESC:Target is prone for (CASTERLEVEL) rounds.
If the value of CASTERLEVEL is equal to 3 then this would output: "Target is prone for 3 rounds.".
Maximize Power.MOD <tab> DESC:.CLEAR <tab> DESC:You can manifest powers to maximum effect.
Replaces the standard spell DESC with the attached.".
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/y
Variables Used (x): Number or Formula (Amount of Damage Reduction)
Variables Used (y): Text (Damage Type that bypasses this Reduction)
Prerequisites Allowed: Yes
What it does:
Example:
DR:10/+1
Grants DR of 10/+1 on output.
*** New 5.10.1+
Tag Name: FOLLOWERS:x|y
Variables Used (x): Text (The type of companion the limit will apply to).
Variables Used (x): Number, variable or formula (Number of this type of companion the master can have)
What it does:
? Limits the number of the specified type of companion the master can have.
? Optional, if this tag is not present no limits are placed on the number of companions the character can have.
? If more than one tag is encountered the highest value is used.
? The value can be adjusted with the BONUS:FOLLOWERS tag.
Where it is used:
Global tag, would most often be used in class and feat (ability) files, should also be enabled for templates and Domains.
Examples:
FOLLOWERS:Familiar|1
A character is allowed only 1 companion of type Familiar.
*** New 5.10.4
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".
Gnome.MOD <tab> LANGAUTO:.CLEAR <tab> LANGAUTO:Low Coryani,Gnome
Race Gnome is modified, clearing all of the Auto Languages and replaces with "Low Coryani" & "Gnome".
Human.MOD <tab> LANGAUTO:Remarian <tab> LANGAUTO:.CLEAR <tab>
LANGBONUS:Aeylamdyarian,Calisian,Desolati,Galkarnic,Homish,Launhymian
THIS IS AN ERROR... The .CLEAR has cleared all of the LANGAUTO: freebies, if it were not for the LANGBONUS: this race could not speak or write.
Tag Name: MOVE:x,y,x,y
Variables Used (x): Text (Movement 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
*** New 5.11.13
Tag Name: NATURALATTACKS:w,x.x,y,z|w,x.x,y,z
Variables Used (w): Text (Natural weapon name)
Variables Used (x): Text (Natural weapon type)
Variables Used (y): Number (Number of attacks)
Variables Used (z): Text (Natural weapon damage)
What it does:
BONUS:WEAPONPROF=Dagger|DAMAGE,TOHIT|2
to add 2 to the attack and
damage rolls.Example:
NATURALATTACKS:Claw,Weapon.Natural.Melee.Piercing.Slashing,*2,
1d4|Bite,Weapon.Natural.Melee.Bludgeoning.Piercing.Slashing,*1,1d6
Race has 2 Claw attacks and a Bite attack.
*** Updated 5.9.5
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 object's name, or the object name if no parenthetical exists in the object's 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:Jason's [NAME]
LST entry "Magic Spell" will output as "Jason's Magic Spell"
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".
Clenched Fist.MOD <tab> OUTPUTNAME:Big [NAME]
This spell will output as "Big Clenched Fist".
*** Updated 5.11.7
Tag Name: QUALIFY:x|y|y
Variables Used (x): Text (Object TYPE), Valid types are:
Variables Used (y): Text (Object KEY)
What it does:
Counters PRExxx tags. Any objects listed will ignore all PRE tags and be a valid selection for the character.
Where it is used:
Valid in most objects except .pcc files and class level lines.
Example:
QUALIFY:FEAT|Mounted Combat|Ride-By Attack
The character would be able to take the above feats whether they meet the prereqs or not.
QUALIFY:CLASS|Monk
The character would be able to take the Monk class whether they meet the prereqs or not.
QUALIFY:CLASS|Battle Mind|Telepath
The character would be able to take either the Battle Mind or Telepath class whether they meet the prereqs or not.
Tag Name: REGION:x|y|y
Variables Used (x): Number (Number of selections to allow)
Variables Used (y): Text (Region name)
What it does:
Example:
REGION:1|Region1|Region2|Region3
Will allow the choice of Region1, Region2, or Region3 as the character's region.
REGION:1|Timbuktu
The PC is from the "Timbuktu" region.
*** New 5.11.13
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).
Where it can be used:
Works in class and template files.
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.
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.SA:.CLEAR.Text to be removed
will only clear a SA that has that exact text in the
same object (class, template, etc.). It will not clear them across objects. The CLEAR and Replace
TAGs should be at the end of the line, so the new and old tags are notExamples:
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:Banana toss|PRERACE:monkey
Grants the special ability "Banana toss" if the characters race is "monkey".
SA:Banana toss via (%CHOICE) <tab> STACK:NO <tab> MULT:YES <tab>
CHOOSE:Air|Earth|Fire|Water
Offers a Choice between Air/Earth/Fire/Water for banana tossing, may be used multiple times, but selected only once.
4 <tab> SA:.CLEAR.Shield Brother (full round action) <tab> SA:Shield Brother (standard action)
Clears the 4th level value and makes it "Shield Brother (standard action)"instead.
*** Updated 5.10
Tag Name:SOURCELONG:x
Variables Used (x):Text (Long Source Name)
What it does:
Specifies the full product/book name. SOURCELONG tags can be used on individual object lines or it can be used by itself on it's own line. When used by itself the SOURCELONG tag will be used by all objects which follow it. When used on an object line it is used only by the object it is in and overrides any stand alone SOURCELONG on lines which preceeded it. Multiple SOURCE tags can be used in objects and on their own lines but in all cases the tags should be separated by tabs.
Example:
SOURCELONG:Core Rulebook I (Foo Handbook)
The long source name for this file is "Core Rulebook I (Foo Handbook)".
Tag Name: SOURCEPAGE:x
Variables Used (x): Number (Source Page Number)
What it does:
This is used to show where in the source is listed. SOURCEPAGE should always be used, since display of any of the SOURCE information requires its presence.
Example:
SOURCEPAGE:p.102
Further information can be found on page 102 of the source.
CLASS:Strong.MOD <tab> SOURCEPAGE:p. 28
Further information can be found on page 28 of the changed source.
*** Updated 5.10
Tag Name:SOURCESHORT:x
Variables Used (x):Text (Short Source Name)
What it does:
Specifies the short product/book name. SOURCESHORT tags can be used on individual object lines or it can be used by itself on it's own line. When used by itself the SOURCESHORT tag will be used by all objects which follow it. When used on an object line it is used only by the object it is in and overrides any stand alone SOURCESHORT on lines which preceeded it. Multiple SOURCE tags can be used in objects and on their own lines but in all cases the tags should be separated by tabs.
Example:
SOURCESHORT:FHB
The short source name for this file is "FHB".
*** Updated 5.10
Tag Name:SOURCEWEB:x
Variables Used (x):Text (Source Web Site)
What it does:
Specifies the URL that points directly to this product/book. SOURCEWEB tags can be used on individual object lines or it can be used by itself on it's own line. When used by itself the SOURCEWEB tag will be used by all objects which follow it. When used on an object line it is used only by the object it is in and overrides any stand alone SOURCEWEB on lines which preceeded it. Multiple SOURCE tags can be used in objects and on their own lines but in all cases the tags should be separated by tabs.
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 5.x.x - Remove 6.0 -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 5.11.4
Tag Name:SPELLLEVEL:v|w=x|y|w=x|y|w=x|y|w=x|y|w=x|y|z
Variables Used (v): Text (DOMAIN or CLASS Tag)
Variables Used (w): Text (domain or class name)
Variables Used (x): Number (level of spell)
Variables Used (y): Text (domain or class spell name)
Variables Used (z): PRExxx tag
What it does:
This is the character's spell list for this Class.
The SPELLLEVEL tag takes PRExxx tags. They must be the last thing in the tag and they are PIPE separated.
Examples:
SPELLLEVEL:DOMAIN|Cold=1|Endure Elements|Cold=2|Chill Metal|Cold=3|Sleet Storm|Cold=4|Wall of Ice|Cold=5|Cone of Cold|Cold=6|Freezing Sphere|Cold=7|Control Weather|Cold=8|Finger of Death|Cold=9|Elemental Swarm
This is the character's spell's for this Cold domain.
SPELLLEVEL:CLASS|Arawnite Guardian=0|Create Water,Detect Magical Aura,Light,Mending,Read Magic,Resistance,Virtue
This is the character's spell's for this Arawnite Guardian class.
1 <tab> SPELLLEVEL:CLASS|Trundlefolk Shaman=0|Create Water,Cure Minor Wounds,Detect Magic,Guidance,Mending,Purify Food and Drink
This is the character's spell's for this first level Trundlefolk Shaman class.
SUBCLASSLEVEL:1 <tab> SPELLLEVEL:CLASS|Holy Warrior=1|Bless,Bless Water,Bless Weapon,Create Water,Cure Light Wounds,Detect Poison,Detect Undead,Divine Favor,Endure Elements,Magic Weapon,Protection from Evil,Read Magic,Resistance,Virtue
This is the character's spell's for this first level subclass Holy Warrior class.
The Dead <tab> NAMEISPI:NO <tab> SPELLLEVEL:DOMAIN|The Dead=1|Detect Return|The Dead=2|Consecrate|The Dead=3|Negative Energy Protection|The Dead=4|Touch of Return|The Dead=5|Hallow|The Dead=6|Heal|The Dead=7|Greater Restoration|The Dead=8|Greater Return|The Dead=9|Imprison Soul
This is the character's spell's for this Domain.
Trundlefolk Shaman.MOD <tab> SPELLLEVEL:CLASS|Trundlefolk Shaman.CLEAR <tab> SPELLLEVEL:CLASS|Trundlefolk Shaman=0|Comprehend Languages,Expeditious Retreat,Grease,Identify,Sleep,Summon Monster I,Unseen Servant
This changes the character's spell's for this first level Trundlefolk Shaman class.
Where it is used:
Class Level Line or SubClassLevel Line.
*** Deprecated 5.11.4 - Use SPELLLEVEL
Tag Name: SPELLLEVEL:CLASS|x|y,y|x|y,y
*** Deprecated 5.11.4 - Use SPELLLEVEL
Tag Name: SPELLLEVEL:DOMAIN|x|y,y|x|y,y
*** 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".
Barkskin.COPY=Earthskin
Renames "Barkskin" to "Earthskin".
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.
*** New 5.11.4
Tag Name: (TEMPLATENAME).MOD or .COPY or .CLEAR
Variables Used (x): Text (.MOD or .COPY or .CLEAR)
What it does:
Example:
Dream of the Dawn A.COPY=Dream of Stormfells
Copy the Template possesses the "Dream of the Dawn A" identifyer to "Dream of Stormfells " in all aspects.
Heroic Path (Fellhunter).MOD <tab> LEVEL:1:FEAT:Sense the Dead LEVEL:2:FEAT:Touch of the Living LEVEL:4:FEAT:Unseen to Undead LEVEL:6:FEAT:Disrupting Attack LEVEL:20:SA:Grave Severance (Su)
Adds these feats to the ones in the template.
Animal Man (Bear).MOD <tab> PRE:.CLEAR
Modifies the Template "Animal Man (Bear)" by getting rid of all PRE: tags.
Familiar within arms reach.FORGET
Forget the Template " Familiar within arms reach ".
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 5.11.11 - Remove 6.0 - Use (TEMPLATENAME).MOD or .COPY or .CLEAR tag instead.)
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 encumbrance 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 encumbrance and armor penalties.
Example:
UNENCUMBEREDMOVE:HeavyLoad|HeavyArmor
This is used in the Race entry for Dwarves, Dwarves ignore encumbrance 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, | delimited
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.
Think of VISION tag like the DEFINE tag - the highest value from a VISION tag wins, and then BONUS tags are added to that.
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
VISION:Darkvision (0')<tab>BONUS:VISION|Darkvision|30
If character does not have Darkvision, receives it at 30, or extends Darkvision by 30 if it already has it.
*** Deprecated 5.11.11 - Remove 6.0 - Use AUTO:WEAPONPROF tag instead.
Tag Name: WEAPONAUTO:x
Warning: This section is nowhere near complete and will be expanded on as time progresses.
*** Updated 5.11.11
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 <tab> DESC:Short and pointy
Replaces the description of the Dagger weapon (in equipment.lst file)
CLASS:Ranger.MOD
Modifies the Ranger class (in class.lst)
Acid Arrow.MOD <tab> NAME:My Acid Arrow
Renames the Acid Arrow spell to My Acid Arrow(in a spells.lst file)
Resistance.MOD <tab> BONUS:CHECKS|Fortitude,Reflex,Will|1|TYPE=Resistance|PREAPPLY:ANYPC
Adds a Saving Throw Temporary bonus function to the Resistance spell
Skill Focus.MOD
Modifies the Skill Focus feat (in feat.lst)
CATEGORY=
The new syntax to be used to .MOD an ability.
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)
Tag Name: <tag>.CLEAR.<variable>
Variables Used: Text, Last field is the item to be cleared
What it does:
This is used in conjunction with the .MOD and .COPY tags.
This tag is also useful in CLASS lines. (see entry for SA in Other global tags)
Tags that can have multiple items (such as TYPE) and tags that can be used multiple times can be eliminated.
The .CLEAR syntax has not yet been standardized as many of the other tags have been and there are at least 3 variations on how it can be used.
Some experimentation may be required to see which usage is required with which tags. Note: Although listed as global not all tags will work with .CLEAR.
Syntax usage:
TAG:.CLEAR.<Values to be cleared>
This syntax works with the SA tag and the CSKILL tag, the items which follow the .CLEAR. are cleared
TAG:.CLEAR
This syntax clears ALL the values of the original object.
Once cleared follow it with a second tag which sets the new values.
Caution:
PCGen works in a sequential manor and if the two tags order is swapped
the new value will be cleared as well as the original values.
Deprecated syntax:
TAG:.CLEAR.<New values to be added>
This syntax clears ALL the values of the original object and then adds back any items which follow the .CLEAR.
This should not be used. Instead use TAG:.CLEAR
followed by a new tag to set the new values as shown above.
Examples:
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)
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)
Dagger.COPY=Hunting Knife
TYPE:.CLEAR
TYPE:Weapon.Melee.Finesseable.Exotic.Standard.Piercing.Slashing.Dagger
Creates a new weapon called Hunting Knife,
clears ALL the types from the new weapon and then adds back the desired types (in equipment.lst file),
Note that in this example tabs are represented with line breaks.
Acid Arrow.MOD <tab> SCHOOL:.CLEAR <tab> SCHOOL:Lesser Conjuration
Modifies the Acid Arrow spell by eliminating the original value of the SCHOOL tag and then sets the new value with a second SCHOOL tag (in spell.lst)
Tag Name: <name>.FORGET
Variables Used: Text, First field of the item to be removed
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.
.FORGET is ALWAYS done last. Use either .MOD or Ranger (New class).
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)
Tag Name: TAGNAME:% "Wildcard"
Variables Used: Tagname
Examples:
PRERACE:%
Match any race in a race.lst file
Level %
Any Level
Knowledge%
Any Knowledge skills