The BONUS tag tells PCGen that the following information is to be added to a character as well as where it is to be added.
The general format for bonus tags are as follows:
BONUS:<category>|<group>|<formula>
This can be followed by pipe-delimitated PRExxx
or TYPE=<type>
tags.
Each of the "Tag Names" in this page go in the <category> field, and the "Variables Used" go in the <group> field.
For the Formula syntax, see the Math Operators and Formulas page.
LIST
is a special case in feats.lst. It can be placed in most <group> categories. LIST
will be replaced by the choice from a CHOOSE
tag contained within the feat.
Each bonus comes in four different types.
Bonus Type: Typeless
What it Does:
TYPE=
statement, and are always added into the final result.Examples:
BONUS:HP|CURRENTMAX|3
This bonus would grant the character an additional three hit points.
BONUS:SKILL|Bluff,Listen|4
This bonus would grant the character a bonus to the listed skills of four.
BONUS:SKILL|STAT=DEX|1
This would grant the character a bonus of one to all skills based on DEX.
Bonus Type: Standard
What it Does:
Examples:
BONUS:HP|CURRENTMAX|2|TYPE=Luck
BONUS:HP|CURRENTMAX|3|TYPE=Luck
So long as the 'Luck' type is not listed in miscinfo.lst, these two would result
in a final value of 3, since 3 is the largest 'Luck' type.
BONUS:SKILL|Bluff,Listen|3|TYPE=Luck
BONUS:SKILL|Bluff,Listen|4|TYPE=Divine
These would return a 3 from Luck, and a 4 from Divine, for a total of 7. They are
different Types.
BONUS:SKILL|Bluff,Listen|2|TYPE=Luck
BONUS:SKILL|Bluff,Listen|3|TYPE=Luck
BONUS:SKILL|Bluff,Listen|4|TYPE=Divine
This would also return a value of 7, since 3 is the highest Luck bonus, and 4 is the highest Divine bonus.
Bonus Type: .REPLACE
What it Does:
Examples:
BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|2|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|4|TYPE=Luck
BONUS:SKILL|Bluff,Listen|2|TYPE=Luck
This would take the 2 and 3 with the .REPLACE (total 5) and compares it
to the standards, which are 2 and 4, and takes the highest value, for 5.
BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|2|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|2|TYPE=Luck
BONUS:SKILL|Bluff,Listen|6|TYPE=Luck
This would take the values from the .REPLACE (total 4), and compares it to the standards, which are 2 and 6, and takes the highest value, for 6.
Bonus Type: .STACK
What it Does:
TYPE=<type>
standard type..STACK
items are counted in addition to the normal and .REPLACE
to determine the
final value of a particular type..STACK
stacks together with itself like .REPLACE
, but is also added to normal types.Examples:
BONUS:SKILL|Bluff,Listen|4|TYPE=Luck
BONUS:SKILL|Bluff,Listen|2|TYPE=Luck.STACK
This would take the 4 of type Luck
, and then add 2 more from the Stack
, on top of it.
BONUS:SKILL|Bluff,Listen|4|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|4|TYPE=Luck.STACK
This would take the 4 of type Luck
, and then add 4 more from the Stack
, on top of it.
BONUS:SKILL|Bluff,Listen|4|TYPE=Luck
BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.STACK
This would take the 4 normal, compare to the .REPLACE
(6) and give the higher
value, then add in the .STACK
, for a final value of 7.
BONUS:SKILL|Bluff,Listen|4|TYPE=Luck
BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.REPLACE
BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.STACK
BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.STACK
This would take the normal (4), compare it to the total .REPLACE
(2), give the higher
value, then add in the .STACK
(6) for a final value of 10.
There are two types of special "types" defined in the miscinfo.lst file in the system/gamemode folders. These are the Bonus Stack Types and the AC Types.
Bonus Stacks
Within PCGen, tags which do not have a
TYPE=<type>
sub-tag appended are assumed to stack, tags which do have a type appended do not normally stack. Some games have exceptions to this rule and list specific types which always do stack. In the fantasy gameModes Dodge and Circumstance always stack. The BONUSESTACKS tag in the miscinfo.lst file lists those exceptions. The following are commonly used types that are defined within the miscinfo.lst file for this purpose.
Defense
Dodge
Circumstance
NotRanged
NotFlatFooted
Armor Class Types
PCGen tracks bonuses to the armor class through the use of several AC types. The following are commonly used types that are defined with the ACTYPE tag in the GameMode's miscinfo.lst file.
Total
Flatfooted
Touch
Base
Equipment
Armor
Shield
Ability
Size
NaturalArmor
NaturalArmorEnhancement
Misc
ClassDefense
Dodge
Bonuses with negative numbers have been found to stack even when they have matching types.
While you can't .CLEAR
a BONUS
tag you can add a counter
bonus that would negate it. In this case you would add a counter bonus and PRExxx
tag it with the reverse of the feat's prerequisite.
Tag Name: BONUS:ABILITYPOOL|x|y
Variables Used (x): Text (Ability Category)
Variables Used (y): Number (Amount added to pool)
What it Does:
Adds to the number of available Abilities the character can take.
Example:
BONUS:ABILITYPOOL|Salient Divine Ability|1
The character may take one additional Salient Divine Ability.
Tag Name: BONUS:CASTERLEVEL|x|y
Variables Used (x): Text (Class name)
Variables Used (x): ALLSPELLS
Variables Used (x): DESCRIPTOR.Text (Spell descriptor name)
Variables Used (x): DOMAIN.Text (Domain name)
Variables Used (x): RACE.Text (Race name)
Variables Used (x): SCHOOL.Text (School name)
Variables Used (x): SPELL.Text (Spell name)
Variables Used (x): SUBSCHOOL.Text (Subschool name)
Variables Used (x): TYPE.Text (Class type)
Variables Used (y): Number, variable or formula (Number to add to caster level)
What it Does:
Examples:
BONUS:CASTERLEVEL|Sorcerer|1
Adds 1 to Sorcerer spell caster level.
BONUS:CASTERLEVEL|TYPE.Arcane|1
Adds 1 to Arcane spell caster level.
BONUS:CASTERLEVEL|RACE.Gelfling|4
Sets Gelfling innate racial spell caster level to 4.
BONUS:CASTERLEVEL|SPELL.Levitate|2
Adds 2 to caster level for the 'Levitate' spell.
BONUS:CASTERLEVEL|SCHOOL.Transmutation|2
Adds 2 to caster level for all spells of the 'Transmutation' school.
BONUS:CASTERLEVEL|Paladin|CL/2|PRECLASSLEVEL:Paladin=4
Sets the Paladin's spell caster level to half his class level after he reaches level 4.
(Note that the syntax used in this last example is only valid in a class line)
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.
Additional qualifier: .RESET
.RESET is an additional qualifier that can be used for all subtags except CLASS and RACE. What .RESET does is resets the caster level to the value specified instead of adding it to PC's caster level (which is what would usually be done). Note that if any .RESET qualifier is encountered then the caster level is reset even if other bonus tags do not have them. Also, multiple .RESET encountered do not overwrite each other.
The syntax is: BONUS:CASTERLEVEL|subtag.text.RESET|number
Examples using .RESET:
CASTERLEVEL|TYPE.Divine.RESET|max(CASTERLEVEL.TOTAL,10)
In this example all Divine spells would have a caster level of either 10 or the PC's default caster level, whichever is higher.
BONUS:CASTERLEVEL|SPELL.Fireball.RESET|7
BONUS:CASTERLEVEL|SCHOOL.Evocation.RESET|3
These two bonuses in combination would result in a caster level of 10 for Fireball (because it is also in the school of Evocation) and 3 for all other Evocation spells
Tag Name: BONUS:CHECKS|x,x|y
Variables Used (x): Text (Check name)
Variables Used (x): BASE.Text (Check name)
Variables Used (x): ALL
Variables Used (y): Number, variable or formula (Save Bonus)
What it Does:
BASE.x
syntax adds to indicated base check (normally only used in class progressions).%LIST
.Example:
BONUS:CHECKS|Fortitude,Reflex|1
Adds one to "Fortitude" and "Reflex" saves.
CHOOSE:NUMCHOICES=1|CHECK|Fortitude|Reflex|Will <tab> BONUS:CHECKS|%LIST|1
The selection, "Fortitude", "Reflex" or "Will", is put
into the BONUS:CHECKS
tag in place of the %LIST
BONUS:CHECKS|Willpower||max(CHA,WIS)-WIS
How does one code up something like 'you can add your Charisma modifier instead of Wisdom for Willpower saves'?
BONUS:CHECKS|Fortitude|2|TYPE=Resistance
Adds two to Fortitude checks due to Resistance.
BONUS:CHECKS|BASE.Fortitude,BASE.Reflex|1
Adds one to the base "Fortitude" and "Reflex" saves.
BONUS:CHECKS|ALL|1
Adds one to the all saves.
TEMPBONUS:ANYPC|CHECKS|ALL|3|TYPE=Morale
Adds three to all saves, due to morale, to all PC Characters.
Tag Name: BONUS:COMBAT|x|y
Variables Used (x): AC
Variables Used (x): ATTACKS
Variables Used (x): BAB
Variables Used (x): DAMAGE.Text (Weapon or damage type)
Variables Used (x): DAMAGEMULT:Number (0 for off-hand, 1 for primary, and 2 for two-handed)
Variables Used (x): DAMAGESIZE
Variables Used (x): DAMAGE-SHORTRANGE
Variables Used (x): INITIATIVE
Variables Used (x): REACH
Variables Used (x): RANGEPENALTY
Variables Used (x): SECONDARYATTACKS
Variables Used (x): SECONDARYDAMAGE
Variables Used (x): TOHIT
Variables Used (x): TOHIT.Text (Weapon type)
Variables Used (x): TOHIT-PRIMARY
Variables Used (x): TOHIT-SECONDARY
Variables Used (x): TOHIT-SHORTRANGE
Variables Used (y): Number, Variable or Formula (Bonus value)
What it Does:
AC
syntax adds to the armor class.ATTACKS
syntax adds to the number of attacks the primary hand gets.BAB
syntax increases the base attack bonus and may increase the number of attacks the primary hand gets.DAMAGE
syntax increases the damage bonus but the weapon and damage types specified must be valid equipment types
assigned to a weapon in the current data set or must have been defined by the WEAPONTYPE
tag in the current gamemode.
Examples of standard Weapon and Weapon Damage types can be found on the Global Type page.DAMAGEMULT
syntax increases the damage multiplier for the designated hand(s) wielding the weapon. Bonuses are
additive between each BONUS
. Two BONUS:COMBAT|DAMAGEMULT:0|1.5
tags will do a total of x3 damage, not 2.25.DAMAGESIZE
syntax increases, or decreases, the damage die size along the same scale as is used for weapon size, i.e.:
DAMAGE-SHORTRANGE
syntax adds to the damage of a weapon at short range as defined in the GameMode files.INITIATIVE
syntax increases the character's initiative.REACH
syntax modifies the character's reach.RANGEPENALTY
syntax modifies the character's range increment penalty.SECONDARYATTACKS
syntax increases the number of secondary attacks.SECONDARYDAMAGE
syntax increases the damage modifier for secondary attacks.TOHIT
syntax increases the primary attack bonus.TOHIT.x
syntax increases the attack bonus for the designated attack, i.e. by weapon type, grapple, melee, or ranged attack.TOHIT-PRIMARY
syntax increases the primary attack bonus.TOHIT-SECONDARY
syntax increases the secondary attack bonus.TOHIT-SHORTRANGE
syntax adds to the ranged attack rolls that are less than the gamemode defined SHORTRANGEbut
does not affect attacks per round.Examples:
BONUS:COMBAT|AC|2|TYPE=Enhancement
Increases the enhancement armor bonus by two.
BONUS:COMBAT|AC|7|TYPE=NaturalArmor.REPLACE
Replaces the natural armor bonus to seven.
BONUS:COMBAT|ATTACKS|2
Increases number of attacks by two.
BONUS:COMBAT|BAB|1
Increases base attack bonus by one.
BONUS:COMBAT|BAB|CL|TYPE=Base.REPLACE
Increases base attack bonus by Character Level, replacing the Base value.
BONUS:COMBAT|DAMAGE.Piercing|2
Increases "Piercing" damage bonus by two.
BONUS:COMBAT|DAMAGE.Unarmed,DAMAGE.Thrown|DEX
Adds the character's dexterity modifier to both "Unarmed" and "Thrown" damage.
BONUS:COMBAT|DAMAGEMULT:0|0.5
Increases the damage multiplier by half your strength bonus. Combined with the existing bonus this bonus will total your full strength bonus for an off hand weapon.
BONUS:COMBAT|DAMAGEMULT:1|1
Increases the damage multiplier of the weapon by your strength bonus when wielding in your primary hand.
BONUS:COMBAT|DAMAGEMULT:2|1.5
Increases the damage multiplier of the weapon by one and a half your strength bonus when wielding it two-handed.
BONUS:COMBAT|DAMAGESIZE|2
If the base damage dice is 1d8 this would scale it up to 3d6.
BONUS:COMBAT|DAMAGESIZE|-1
If the base damage dice is 1d4 this would scale it down to 1d3.
BONUS:COMBAT|DAMAGE-SHORTRANGE|1
Increases the damage done by a weapon at short range by 1.
BONUS:COMBAT|INITIATIVE|3
Increases initiative by three.
BONUS:COMBAT|INITIATIVE|2|TYPE=Competence
Increases initiative by two for Competence.
BONUS:COMBAT|REACH|10
Increases reach by ten feet.
BONUS:COMBAT|RANGEPENALTY|1
Reduces the range increment penalty by 1 (for example from -2 to -1).
BONUS:COMBAT|RANGEPENALTY|-2
Increases the range increment penalty by 2 (for example from -2 to -4).
BONUS:COMBAT|SECONDARYATTACKS|1
Increases secondary attacks by one.
BONUS:COMBAT|SECONDARYDAMAGE|2
Increases the secondary attack damage bonus by two.
BONUS:COMBAT|TOHIT|2|TYPE=Luck
Increases Attack bonus by two.
CHOOSE:WEAPONPROFS|3 <tab> BONUS:COMBAT|TOHIT.%LIST|1|TYPE=Talent
Increases Attack bonus by one for three WEAPONPROFS based on Talent.
BONUS:COMBAT|TOHIT.THROWN|2|TYPE=Racial
Increases Attack for thrown weapon's bonus by two.
BONUS:COMBAT|TOHIT.SLASHING|2|TYPE=Enhancement
Increases Attack bonus by two when using a Slashing weapon.
BONUS:COMBAT|TOHIT-PRIMARY|2
Increases Primary Attack bonus by two.
BONUS:COMBAT|TOHIT-SECONDARY|1
Increases Secondary Attack bonus by one.
BONUS:COMBAT|TOHIT-SHORTRANGE|1
Adds one to character's short range To-Hit attack rolls.
Tag Name: BONUS:CONCENTRATION|x|y
Variables Used (x): Text (Class name)
Variables Used (x): ALLSPELLS
Variables Used (x): DESCRIPTOR.Text (Spell descriptor name)
Variables Used (x): DOMAIN.Text (Domain name)
Variables Used (x): SCHOOL.Text (School name)
Variables Used (x): SPELL.Text (Spell name)
Variables Used (x): SUBSCHOOL.Text (Subschool name)
Variables Used (x): TYPE.Text (Class type)
Variables Used (y): Number, variable or formula (Number to add to caster level)
What it Does:
Examples:
BONUS:CONCENTRATION|ALLSPELLS|1
Adds 1 the concentration check bonuses for all spells.
BONUS:CONCENTRATION|Sorcerer|1
Adds 1 to Sorcerer spell concentration check bonuses.
BONUS:CONCENTRATION|TYPE.Arcane|1
Adds 1 to Arcane spell concentration check bonuses.
BONUS:CONCENTRATION|SPELL.Levitate|2
Adds 2 to concentration check bonuses for the 'Levitate' spell.
BONUS:CONCENTRATION|SCHOOL.Transmutation|2
Adds 2 to concentration check bonuses for all spells of the 'Transmutation' school.
BONUS:CONCENTRATION|SPELL.Fireball|2
Adds 2 to concentration check bonuses for the "Fireball' spell.
Tag Name: BONUS:DC|x|y
Variables Used (x): SPELL.Text (Spell name)
Variables Used (x): ALLSPELLS
Variables Used (x): CLASS.Text (Class name)
Variables Used (x): DESCRIPTOR.Text (Spell descriptor)
Variables Used (x): DOMAIN.Text (Domain name)
Variables Used (x): FEATBONUS
Variables Used (x): SCHOOL.Text (Spell school)
Variables Used (x): SUBSCHOOL.Text (Spell subschool)
Variables Used (x): TYPE.Text (Spell type)
Variables Used (y): Number, variable or formula (DC increase)
What it Does:
%LIST
can be used with this tag to insert a choice made with a CHOOSE
tag.Example:
BONUS:DC|SPELL.Fireball|7
Adds 7 to the DC of the spell Fireball.
CHOOSE:DC|SCHOOLS|ALL <tab> BONUS:DC|SCHOOL.%LIST|1
Choose 1 School and add 1 to its DC.
BONUS:DC|ALLSPELLS|1
Adds 1 to the DC of all spells.
BONUS:DC|CLASS.Sorcerer|2
Adds 2 to the DC of sorcerer spells.
BONUS:DC|DESCRIPTOR.Law|4
Adds 4 to the DC of any spells with the Law descriptor.
BONUS:DC|DESCRIPTOR.Law,DOMAIN.Law|3
Adds 3 to the DC of any spells with the Law domain or descriptor and would add 6 to a spell with both the Law Domain and Law Descriptor.
BONUS:DC|DOMAIN.War|6
Adds 6 to the DC of War Domain spells.
MULT:YES <tab> CHOOSE:|Air|Earth|Fire|Water <tab> BONUS:DC|DOMAIN.%LIST|1
Choose a domain and add 1 to the DC of spells for that domain. This may be used multiple times.
BONUS:DC|FEATBONUS|1
Adds 1 to the DC of spells that this bonus applies to by raising the spell's level by 1. The Heighten Spell metamagic feat is an example of where this is used.
BONUS:DC|SCHOOL.Enchantment|2
Adds 2 to Enchantment school spells.
MULT:YES <tab> CHOOSE:FEAT=Psionic Focus <tab> BONUS:DC|SCHOOL.%LIST|2|TYPE=Psychic
Adds 2 to 1 psychic school focus DC.
BONUS:DC|SCHOOL.Telepathy|SPELLSTAT-CHA|TYPE=Subdiscipline
Subtracts the Chrisma Modifier to Telepathy School with a bonus type of "Subdiscipline".
BONUS:DC|SUBSCHOOL.something|5
Adds 5 to the any spell with a subschool of "something".
BONUS:DC|TYPE.Arcane|3
Adds 3 to arcane spell DCs.
Tag Name: BONUS:DR|x|y
Variables Used (x): Text (Damage reduction type)
Variables Used (y): Number, variable or formula (Damage reduction amount)
What it Does:
Adds a bonus to a Damage Reduction type, previously defined by a standard DR tag (the BONUS tag needs to be coordinated with a DR:#/<string>).
Example:
BONUS:DR|+1|10
If the +1 DR type was currently at 5/+1 this tag would add 10 making it 15/+1.
Tag Name: BONUS:DOMAIN|NUMBER|x
Variables Used (x): Number, variable or formula (Number of additional Domains)
What it Does:
Add additional domain selections to the character. If this is in a CLASS with SPELLSTAT: and SPELLTYPE tags, it will also grant 1 spell per level from 1-9 that the class chose from the domains.
Examples:
BONUS:DOMAIN|NUMBER|1
Character gains access to one additional Domain.
BONUS:DOMAIN|NUMBER|3
Character gains access to three additional Domains.
Tag Name: BONUS:FEAT|POOL|x
Variables Used (x): Number, variable or formula (Number to add or subtract from the feat pool)
What it Does:
Modifies the character's feat pool total. Can be qualified by PRExxx tags and TYPE tags like other BONUS tags.
Example:
BONUS:FEAT|POOL|1
Increases the feat pool by one.
BONUS:FEAT|POOL|1|TYPE=Enhancement
Increases the feat pool by one and will not stack with other BONUS:FEAT|POOL tags with TYPE=Enhancement.
BONUS:FEAT|POOL|-1|PREFEAT:1,Alertness
Decreases the feat pool by one if the character has the feat Alertness.
Tag Name:BONUS:FOLLOWERS|x|y
Variables Used (x): Text (The type of companion list to add to).
Variables Used (y): Number, variable or formula (Number of additional followers of this type of companion the master can have)
What it Does:
Where it is used:
Global BONUS
Example:
BONUS:FOLLOWERS|Familiar|1
A character is allowed 1 additional Familiar.
Tag Name: BONUS:HD|x|y
Variables Used (x): Property (MIN or MAX)
Variables Used (y): Number, variable or formula (Number to increase the Hit Dice by)
What it Does:
Increases character's Hit Dice size. Valid only in Class lines.
Example:
BONUS:HD|MAX|2
Increases maximum of the HD by two points (1d4 goes to 1d6).
BONUS:HD|MIN|1
Increases the minimum of the HD by 1 point (1d4 goes to 1d3+1, for example, and 2 - 4 are the possibilities).
Tag Name: BONUS:HP|x|y
Variables Used (x): ALTHP
Variables Used (x): CURRENTMAX
Variables Used (y): Number, variable or formula (Number to add to hit points, as defined in miscinfo.lst)
What it Does:
Example:
BONUS:HP|ALTHP|3
Adds three to the total secondary hit points.
BONUS:HP|ALTHP|5|TYPE=Species
Adds five to the total secondary hit points for species reasons.
BONUS:HP|CURRENTMAX|2
Character gains two additional hit points.
STACK:NO <tab> MULT:YES <tab> CHOOSE:NUMCHOICES=1|STAT|CON
<tab> BONUS:HP|CURRENTMAX|%LIST-CON
Character gains between 1 and CON Bonus additional hit points, can be used multiple time, does not stack.
TEMPBONUS:PC|HP|CURRENTMAX|AidSoulHitPoints*%CHOICE|TYPE=Temporary
Character gains additional hit points temporary based on the calculation.
Tag Name: BONUS:ITEMCOST|TYPE.x.x|y
Variables Used (x): Text (Item Type)
Variables Used (y): Number, variable or formula (Cost formula)
What it Does:
Used in Equipment and Equipment Modifiers, applies the cost formula to the equipment if it has all the listed types. Any formula that is valid in an EQMOD COST tag can be used.
Example:
BONUS:ITEMCOST|TYPE.Weapon|200
Adds 200 to the cost if the item has the Weapon type.
BONUS:ITEMCOST|TYPE.Armor.Light|BASECOST*2
Doubles the cost if the item has the Armor and Light types.
Tag Name: BONUS:LANGUAGES|NUMBER|x
Variables Used (x): Number, variable or formula
What it Does:
Used to increase or decrease the number of available language slots available.
Example:
BONUS:LANGUAGES|NUMBER|1
Adds 1 to the available language pool.
BONUS:LANGUAGES|NUMBER|-1
Reduces the available language pool by 1.
Tag Name: BONUS:LOCKEDSTAT|x|y
Variables Used (x): Text (Stat defined in loaded gameMode)
Variables Used (y): Number or formula
What it Does:
Used to bonus a locked ability score.
Example:
BONUS:LOCKEDSTAT|INT|2
Adds 2 to a locked "Intelligence" ability score.
Tag Name: BONUS:MISC|x|y
Variables Used (x): ACCHECK
Variables Used (x): CR
Variables Used (x): MAXDEX
Variables Used (x): SPELLFAILURE
Variables Used (x): SR
Variables Used (y): Number, variable or formula (Number to apply as a bonus)
What it Does:
Modifies the parameter specified:
Example:
BONUS:MISC|ACCHECK|1
Adds one to total Armor Check.
BONUS:MISC|CR|2
Adds 2 to the challange rating.
BONUS:MISC|MAXDEX|1
Adds one to total Maximum Dex allowed while wearing armor.
BONUS:MISC|SPELLFAILURE|20|PREEQUIP:2,TYPE=Armor,TYPE=Light
Adds 20% to Spell Failure chance if equipped with light armor.
BONUS:MISC|SR|10+CL|TYPE=EbonLink
Adds 10 plus the Character Level to the spell resistance due to EbonLink.
Tag Name: BONUS:MOVEADD|x|y
Variables Used (x): TYPE.Text (Movement type)
Variables Used (x): TYPE.All
Variables Used (y): Number, variable or formula (Number to add to movement rate)
What it Does:
MOVEMULT
and POSTMOVEADD
calculations.MOVE
or MOVECLONE
tag.Examples:
BONUS:MOVEADD|TYPE.Walk|10
Adds 10 to Walk.
BONUS:MOVEADD|TYPE.Walk|5|PREVARLT:ENCUMBERANCE,1
Adds 5 to Walk so long as the character is not at medium load.
TEMPBONUS:ANYPC|MOVEADD|TYPE.Walk|10|TYPE=Enhancement
Adds 5 to the character's Walk as an enhancement of some sort.
Tag Name: BONUS:MOVEMULT|x|y
Variables Used (x): TYPE.Text (Movement type)
Variables Used (x): TYPE.All
Variables Used (y): Number, variable or formula (Number to multiply the movement rate)
What it Does:
MOVEMULT
and POSTMOVEADD
calculations.MOVE
or MOVECLONE
tag.Example:
BONUS:MOVEMULT|TYPE.Walk,TYPE.Fly|2
Multiplies the Walk & Fly movement rates by two.
BONUS:MOVEMULT|TYPE=Walk,TYPE=Fly,TYPE=Climb,TYPE=Hover,TYPE=Swim|2
Multiplies the Walk, Fly, Climb, Hover, Swim movement rates by two.
Tag Name: BONUS:PCLEVEL|x|y
Variables Used (x): Text (Class name)
Variables Used (x): TYPE.Text (Class or Spell type)
Variables Used (y): Number, variable or formula (Bonus value)
What it Does:
BONUS:PCLEVEL|TYPE=x|y
is valid but in the context of this tag it is converted to
BONUS:PCLEVEL|TYPE.x|y
by PCGen on the fly.Examples:
BONUS:PCLEVEL|Sorcerer|1
Adds 1 to Sorcerer spell caster level.
BONUS:PCLEVEL|TYPE.Arcane|1
Adds 1 to Arcane spell caster level.
Tag Name: BONUS:POSTMOVEADD|x|y
Variables Used (x): TYPE.Text (Movement type)
Variables Used (x): TYPE.All
Variables Used (y): Number, variable or formula (Number to add to movement rate)
What it Does:
MOVEMULT
and MOVEADD
calculations.MOVE
or MOVECLONE
tag.Example:
BONUS:POSTMOVEADD|TYPE.Walk|10
Adds 10 to Walk.
TEMPBONUS:PC|POSTMOVEADD|TYPE.Walk,TYPE.Burrow,TYPE.Climb,TYPE.Fly,TYPE.Swim|30|TYPE=Enhancement
Adds 30 to Walk, Burrow, Climb, Fly and Swim to any PC Character that has this enhancement.
Tag Name: BONUS:POSTRANGEADD|x|y
Variables Used (x): Text (PROJECTILE or THROWN)
Variables Used (y): Number, variable or formula (Number to add to range)
What it Does:
Examples:
BONUS:POSTRANGEADD|PROJECTILE|5
Would increase the range of projectile weapons by 5.
BONUS:POSTRANGEADD|THROWN|10
Would increase the range of thrown weapons by 10.
Tag Name: BONUS:RANGEADD|x|y
Variables Used (x): Text (PROJECTILE or THROWN)
Variables Used (y): Number, variable or formula (Number to add to range)
What it Does:
Examples:
BONUS:RANGEADD|PROJECTILE|5
Would increase the range of projectile weapons by 5.
BONUS:RANGEADD|THROWN|10
Would increase the range of thrown weapons by 10.
Tag Name: BONUS:RANGEMULT|x|y
Variables Used (x): Text (PROJECTILE or THROWN)
Variables Used (y): Number, variable or formula (Number to add to range)
What it Does:
Examples:
BONUS:RANGEMULT|PROJECTILE|50
Would increase the range of projectile weapons by 50% (x1.5).
BONUS:RANGEMULT|PROJECTILE|-50
Would decrease the range of projectile weapons by 50% (x.5).
BONUS:RANGEMULT|THROWN|100
Would increase the range of thrown weapons by 100% (x2).
BONUS:RANGEMULT|TYPE=Starship|50
Would increase the range of starship weapons by 50% (x1.5).
Tag Name: BONUS:SIZEMOD|NUMBER|x
Variables Used (x): Number, variable or formula (Number of size categories to adjust)
What it Does:
Examples:
BONUS:SIZEMOD|NUMBER|1
Adds one to size. A "Medium" character would become "Large".
BONUS:SIZEMOD|NUMBER|-2
Reduces size by two. A "Medium" character would become "Tiny".
BONUS:SIZEMOD|NUMBER|1|PRESIZEGT:T
If size is greater than Tiny (T) add 1 to SIZEMOD.
BONUS:SIZEMOD|NUMBER|-1|PRERACE:Wolf,Dire Animal (Dire Rat)|PREVARGT:TL,3|PREVARLT:TL,7
If Total Levels (TL) are more than 3 and less than 7, and you are a Dire Wolf, reduce the SIZEMOD by 1.
BONUS:SIZEMOD|NUMBER|-1|PRERACE:Wolf,Dire Animal (Dire Rat)|PREVARGT:TL,3|PREVARLT:TL,7.CLEAR
Removes the if Total Levels (TL) are more than 3 and less than 7, and you are a Dire Wolf, reduce the SIZEMOD by 1.
BONUS:SIZEMOD|NUMBER|1|PRESIZEGT:T.MOD <tab> BONUS:SIZEMOD|NUMBER|2|PRESIZEGT:T
Changes the if size is greater than Tiny (T) add 1 to SIZEMOD to add 2 to the SIZEMOD.
TEMPBONUS:PC|SIZEMOD|NUMBER|1
Add 1 to SIZEMOD of any PC.
Tag Name: BONUS:SKILL|x,x|y
Variables Used (x): Text (Skill name)
Variables Used (x): STAT.Text (Stat name)
Variables Used (x): TYPE=Text (Skill type)
Variables Used (x): LIST
Variables Used (x): ALL
Variables Used (y): Number, variable or formula (Number to add to skill level)
What it Does:
STAT
subtag is used this will add to skills based on the listed stat.TYPE
subtag is used this will add to skills of the listed type.LIST
subtag is used in conjunction with a CHOOSE
tag and will add to skills chosen.Example:
BONUS:SKILL|Bluff,Listen|10
Adds 10 to "Bluff" & "Listen".
BONUS:SKILL|TYPE=Charisma|2
Adds 2 to Charisma type skills.
BONUS:SKILL|Spot|5|!PRESKILL:1,Spot=1
Adds 5 to Spot skill if you don't already have it. Otherwise adds one to get you started.
BONUS:SKILL|Hide|1|TYPE=Talent.STACK
Adds 1 to Hide skill due to Talent and does Stack with all other Talent type.
Balance.MOD <tab> BONUS:SKILL|Balance|max(0,floor((var("SKILLRANK=Tumble")-5)/20))*SynergyBonus|TYPE=Synergy.STACK
Modifies the Balance skill to include the Synergy Bonus.
BONUS:SKILL|STAT.STR|1
Adds one to all "Strength" based skills.
BONUS:SKILL|LIST|2
Adds two to selected "Strength" skill.
CHOOSE:SKILLSNAMEDTOCSKILL|2 <tab> BONUS:SKILL|LIST|6|TYPE=Legendary
Adds six to the two selected Class Skills skill learned during Legendary Class.
BONUS:SKILL|ALL|1
Adds one to all skills.
TEMPBONUS:ANYPC|SKILL|Hide|min(floor((%CHOICE+3)/4)*10,30)|TYPE=Competence
<tab> CHOOSE:NUMBER|MIN=1|MAX=20|TITLE=Choose spell caster level
A chooser that figures your hide % (I think) 1 to 20 points in Casterlevel, you figure out the math.
Tag Name: BONUS:SKILLRANK|x|y
Variables Used (x): Text (Skill Name)
Variables Used (x): TYPE=Text (Skill type)
Variables Used (y): Number, variable or formula (Number to add to skill level)
What it Does:
Adds to skill ranks (Maximum ranks still apply).
Example:
BONUS:SKILLRANK|Bluff,Listen|2
Adds two to "Bluff" & "Listen" skills.
BONUS:SKILLRANK|TYPE=Strength|2
Adds two to Strength type skills.
BONUS:SKILLRANK|Speak Language,Decipher Script,Innuendo|2|TYPE=Insight
Adds two to three skills for insight purposes.
Tag Name: BONUS:SKILLPOINTS|NUMBER|x
Variables Used (x): Number, variable or formula (Number to add to skill level)
What it Does:
Examples:
BONUS:SKILLPOINTS|NUMBER|1
Adds one skill point per level.
BONUS:SKILLPOINTS|NUMBER|4|PRELEVELMAX:1
Adds 4 additional skillpoints to the character at first level only, above and beyond any other skillpoints gained for race or class, etc.
BONUS:SKILLPOINTS|NUMBER|6|PRELEVELMAX:3
Adds 6 additional skillpoints to the character at first to third levels only, above and beyond any other skillpoints gained for race or class, etc.
Tag Name: BONUS:SKILLPOOL|CLASS=x;LEVEL=y|z
Variables Used (x): Text (Class the points are to be awarded to)
Variables Used (y): Number (Class Level the points are to be awarded to)
Variables Used (z): Number (Number of points to be added to skill the pool)
What it Does:
Adds to the number of points in the skill pool of the class at the level specified.
Examples:
BONUS:SKILLPOOL|CLASS=Fighter;LEVEL=2|2
Adds 2 additional skillpoints to the character's skill pool at the second level of the character's Fighter Class.
BONUS:SKILLPOOL|CLASS=Wizard;LEVEL=5|4|PRESTAT:1,INT=18
Adds 4 additional skillpoints to the character's skill pool at the fifth level of the character's Wizard Class if he has an intelligence of 18 or better.
Tag Name: BONUS:SLOTS|x|y
Variables Used (x): Text (Slot type)
Variables Used (x): LIST (When used in conjunction with CHOOSE)
Variables Used (y): Number, variable or formula (Number of item slots)
What it Does:
Example:
BONUS:SLOTS|RING|1
Adds one ring slot to character.
BONUS:SLOTS|LIST|1 <tab> CHOOSE:STRING|Armor|Shield|Bracer
Adds one slot chosen from Armor, Shield or Bracer to the character.
Tag Name: BONUS:SPECIALTYSPELLKNOWN|x;y|z
Variables Used (x): CLASS=Text (Class name)
Variables Used (x): TYPE=Text (Spell type)
Variables Used (y): LEVEL=Number (Spell level)
Variables Used (z): Number (Number of spells)
What it Does:
Adds additional known specialty spells.
Example:
BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=1|1
You know and may cast 1 more 1st lvl specialist Abjurer spell.
BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=1|2
You know and may cast 2 more 1st lvl specialist Conjurer spells.
Tag Name: BONUS:SPELLCAST|x;y|z
Variables Used (x): CLASS=Text (Class name)
Variables Used (x): TYPE=Text (Spell type)
Variables Used (y): LEVEL=Number (Spell level)
Variables Used (y): LEVEL=ALL
Variables Used (z): Number (Number of spells)
What it Does:
Adds additional spell slots.
Example:
BONUS:SPELLCAST|CLASS=Wizard;LEVEL=1|1
You can cast 1 more 1st lvl Wizard
spell.
BONUS:SPELLCAST|TYPE=Arcane;LEVEL=1|1
You can cast 1 more 1st lvl spell of Arcane type.
Tag Name: BONUS:SPELLCASTMULT|x;y|z
Variables Used (x): CLASS=Text (Class name)
Variables Used (x): TYPE=Text (Spell type)
Variables Used (y): LEVEL=Number (Spell level)
Variables Used (z): Number (Number of spells)
What it Does:
Adds additional spell slots.
Example:
BONUS:SPELLCASTMULT|CLASS=Wizard;LEVEL=1|2
You can cast 2 times as many 1st lvl Wizard
spells as normal.
BONUS:SPELLCASTMULT|TYPE=Arcane;LEVEL=1|2
You can cast 2 times as many 1st lvl spells of Arcane type as normal.
Tag Name: BONUS:SPELLKNOWN|x;y|z
Variables Used (x): CLASS=Text (Class name)
Variables Used (x): TYPE=Text (Spell type)
Variables Used (y): LEVEL=Number (Spell level)
Variables Used (z): Number (Number of spells)
What it Does:
Adds additional known spells.
Example:
BONUS:SPELLKNOWN|CLASS=Bard;LEVEL=1|1
You know 1 more 1st lvl Bard spell.
BONUS:SPELLKNOWN|CLASS=Bard;LEVEL=1|2
You know 2 more 1st lvl Bard spells.
Tag Name: BONUS:SPELLKNOWNMULT|x;y|z
Variables Used (x): CLASS=Text (Class name)
Variables Used (x): TYPE=Text (Stat name)
Variables Used (y): LEVEL=Number (Spell level)
Variables Used (z): Number (Number of spells)
What it Does:
Adds additional known spells.
Example:
BONUS:SPELLKNOWN|CLASS=Bard;LEVEL=1|2
You know 2 times more 1st lvl Bard spells.
BONUS:SPELLKNOWN|TYPE=Arcane;LEVEL=1|2
You know 2 times more 1st lvl spells of Arcane type.
Tag Name: BONUS:STAT|x,x|y
Variables Used (x): Text (Stat name)
Variables Used (y): Number, variable or formula (Number to adjust stat by)
What it Does:
Adds to character stats (stat can be any stat that has been defined in the statsandchecks.lst system file).
Examples:
BONUS:STAT|STR|2
Adds two to character's STR stat.
BONUS:STAT|DEX,CON,INT|1
Adds 1 to character's DEX, CON, & INT stats.
CHOOSE:PCSTAT|STR|DEX|CON <tab> STACK:NO <tab> MULT:YES <tab> BONUS:STAT|%LIST|1|TYPE=Inherent
Adds 1 to character's STR, DEX, & CON stats, can be chosen multiple times, does not stack.
#Dwarf Racial Progression.MOD <tab> BONUS:STAT|CON|2|PRELEVEL:3
<tab> BONUS:STAT|STR|2|PRELEVEL:5 <tab> BONUS:STAT|CON|2|PRELEVEL:7 <tab>
BONUS:STAT|WIS|2|PRELEVEL:9
Modifies the character based on what level they are, i.e. +2 to CON at 3, +2 to STR at 5, +2 to CON at 7, +2 to WIS at 9.
STACK:NO <tab> MULT:YES <tab> CHOOSE:PCSTAT|STR|DEX|CON <tab> BONUS:STAT|%LIST|2|TYPE=Inherent
Adds two to character's Chosen stat from Inherent ability, doesn't stack, but can be selected multiple times.
Tag Name: BONUS:STAT|BASESPELLKNOWNSTAT|x
Variables Used (x): Number, variable or formula (Number to adjust stat bonus by)
What it Does:
Adds a virtual bonus to character's base spell stat bonus when PCGen calculates the number of spells the character knows.
Example:
BONUS:STAT|BASESPELLKNOWNSTAT|1
Adds 1 to all of the character's base spell stat bonuses when calculating the number of spells known.
Tag Name: BONUS:STAT|BASESPELLKNOWNSTAT;Class=x|y
Variables Used (x): Text (Class name)
Variables Used (y): Number, variable or formula (Number to adjust stat bonus by)
What it Does:
Adds a virtual bonus to character's base spell stat bonus when PCGen calculates the number of spells the character knows for the class specified.
Example:
BONUS:STAT|BASESPELLKNOWNSTAT;Class=Wizard|2
Adds 2 to character's base spell stat bonus for the Wizard class when calculating the number of spells known.
Tag Name: BONUS:STAT|BASESPELLSTAT|x
Variables Used (x): Number, variable or formula (Number to adjust stat bonus by)
What it Does:
Adds to character's base spell stat bonus.
Example:
BONUS:STAT|BASESPELLSTAT|1
Adds 1 to all of the character's base spell stat bonuses.
Tag Name: BONUS:STAT|BASESPELLSTAT;Class=x|y
Variables Used (x): Text (Class name)
Variables Used (y): Number, variable or formula (Number to adjust stat by)
What it Does:
Adds to character base spell stat bonus for the class specified.
Example:
BONUS:STAT|BASESPELLSTAT;Class=Wizard|2
Adds 2 to character's base spell stat bonus for the Wizard class.
Tag Name: BONUS:UDAM|x|y
Variables Used (x): CLASS.Text (Class name)
Variables Used (y): Number, variable or formula (Levels to add to unarmed damage)
What it Does:
This tag adds levels to the character's unarmed damage bonus as if he/she had gained those levels as a Monk.
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 Monk's Unarmed Damage "level" by the Class Level of the "SpecialMonk" class.
Tag Name: BONUS:VAR|x,x|y
Variables Used (x): Text (Variable name)
Variables Used (y): Number, variable or formula (Number to adjust variable by)
What it Does:
Examples:
BONUS:VAR|SneakAttack|2
Adds 2 to character's SneakAttack variable.
BONUS:VAR|SneakAttack,TrapSense|1
Adds 1 to character's SneakAttack and TrapSense variables.
BONUS:VAR|TurnTimesBase|3+CHA|TYPE=Base
Sets the character's base TurnTimesBase variable to three plus the Charisma Modifier.
TEMPBONUS:ANYPC|VAR|LegacyPoints|%CHOICE|PRERACE:1,Titan <tab> CHOOSE:NUMBER|MIN=1|MAX=10|TITLE=Legacy Points
A chooser to let you select the number of points to add, from 1 to 10, if you're a Titan and a PC.
Tag Name: BONUS:VISION|x|y
Variables Used (x): Text (Vision type)
Variables Used (y): Number, variable or formula (Number or formula to adjust vision range by)
What it Does:
Example:
BONUS:VISION|Darkvision|30
Adds DarkVision (30') if you don't have Darkvision, otherwise it increases your darkvision range by 30'.
BONUS:VISION|Darkvision|((CL/4).TRUNC+1)*10
Increases a character's Darkvision by 10 feet every four levels starting at 1st level.
BONUS:VISION|Darkvision|60|PRERACE:1,TYPE=Robot
Adds Darkvision (60') if you don't have Darkvision, otherwise it increases your darkvision range by 60', if you are a robot.
Tag Name: BONUS:WEAPON|x,x|y
Variables Used (x): Property (Weapon property)
Variables Used (y): Number, variable or formula (Number to add)
What it Does:
Examples:
BONUS:WEAPON|DAMAGE|1
Adds one to weapon damage.
BONUS:WEAPON|DAMAGE-SHORTRANGE|1
Adds one to short range weapon damage.
BONUS:WEAPON|TOHIT|1
Adds one to weapon to-hit.
BONUS:WEAPON|TOHIT-SHORTRANGE|1
Adds one to short range weapon to-hit.
BONUS:WEAPON|TOHIT,DAMGE|1
Adds one to weapon to-hit and damage.
BONUS:WEAPON|ATTACKS|1
Adds one attack to the weapon's attack progression.
BONUS:WEAPON|ATTACKSPROGRESS|1
Limits the weapon's attack progression to one.
BONUS:WEAPON|WIELDCATEGORY|1
Raises the weapon's wieldcatagory, if it were Light it becomes OneHanded.
BONUS:WEAPON|DAMAGE,TOHIT|min(2,(TL/6)|TYPE=Enhancement|PRELEVEL:6
Raises the weapon's damage and to-hit, between 2 and (Total Level divided by 6) if character is over level 6.
BONUS:WEAPON|DAMAGEMULT:1|.5
Increases the damage multiplier of the weapon by half your strength bonus when wielded in your primary hand.
Tag Name: BONUS:WEAPONPROF=x|y,y|z
Variables Used (x): Text (Weapon proficiency name)
Variables Used (x): TYPE.Text (Weapon proficiency type)
Variables Used (y): Property (Weapon proficiency property)
Variables Used (z): Number, variable or formula (Number to add)
What it Does:
CRITMULTADD
adds to the critical multiplier of the weapon.CRITRANGEADD
(adds to the critical range of the weapon.CRITRANGEDOUBLE
doubles the critical range of the weapon.DAMAGE
adds to the damage of the weapon.DAMAGEMULT
adds to the damage multiplier,
See BONUS:COMBAT|DAMAGEMULT for syntax.DAMAGESIZE
raises or lowers the damage dice on the same scale as weapon size,
See BONUS:COMBAT|DAMAGESIZE for the scale.DAMAGE-SHORTRANGE
adds to the damage of the weapon at short range as defined in the GameMode files.PCSIZE
adds to the character's size in relation to the weapon.REACH
modifies the REACH for the specified weapon.TOHIT
adds to the attack bonus of the weapon.TOHIT-SHORTRANGE
adds to the attack bonus of the weapon at short range as defined in the GameMode files.TOHITOVERSIZE
decreases the handedness of a weapon.WIELDCATEGORY
raises or lowers the wieldcatagory of the weapon.Examples:
BONUS:WEAPONPROF=Dagger|DAMAGE|1
Adds one to dagger weapon damage.
BONUS:WEAPONPROF=Dagger|DAMAGE,TOHIT|2
Adds two to dagger weapon attack bonus and damage.
BONUS:WEAPONPROF=TYPE.Martial|CRITRANGEADD|1
Adds one to the critical range of any Martial type weapon.
BONUS:WEAPONPROF=Shortbow|DAMAGE-SHORTRANGE|1
Adds one to the damage of Shortbows at short range.
BONUS:WEAPONPROF=Longsword|PCSIZE|1
Allows a small character to use a longsword as if he were medium sized.
BONUS:WEAPONPROF=Bite|REACH|5
Would increase the reach of a creature's Bite by 5.
BONUS:WEAPONPROF=Greatsword|TOHITOVERSIZE|1
Allows a medium character to use a Greatsword one handed without penalty.
BONUS:WEAPONPROF=Longsword|WIELDCATEGORY|-1
Lowers the weapon's wieldcatagory, if it were OneHanded it becomes Light.
CHOOSE:FEAT=Weapon Focus|1 <tab> BONUS:WEAPONPROF=%LIST|TOHIT|1
Chooser for weapon's proficiency to add 1 to the to-hit of a Weapon Focus.
CHOOSE:FEAT=Greater Weapon Focus|1 <tab> BONUS:WEAPONPROF=%LIST|DAMAGE|2
Chooser for weapon's proficiency to add 2 to the damager of a Weapon Focus.
BONUS:WEAPONPROF=Cannon|TOHIT|-2|TYPE=GunneryPenalty
Subtracts two from the to hit of Cannons due to gunnery.
BONUS:WEAPONPROF=Dagger|DAMAGEMULT:0|.5
Increases the damage multiplier of the dagger weapon by half your strength bonus when wielding it off handed.
Tag Name: BONUS:WIELDCATEGORY|x,x|y
Variables Used (x): Light (Effects Light weapon category)
Variables Used (x): OneHanded (Effects OneHanded weapon category)
Variables Used (x): TwoHanded (Effects TwoHanded weapon category)
Variables Used (x): ALL (Effects all weapon categories)
Variables Used (y): Number, variable or formula (Number to increase or decrease the category by)
What it Does:
Example:
BONUS:WIELDCATEGORY|TwoHanded|-1
Allows a character to wield a larger Two Handed weapon than would normally be allowed.
BONUS:WIELDCATEGORY|ALL|-1
Allows a character to use all weapons that are one Size Category larger.
BONUS:WIELDCATEGORY|OneHanded,Light|1
Allows a character to use smaller 'Light' and 'OneHanded' weapons than would normally be allowed.
Tag Name: TEMPBONUS:x,x|y|z
Variables Used (x): PC (Target)
Variables Used (x): ANYPC (Target)
Variables Used (x): EQ (Target)
Variables Used (y): Text (Equipment types)
Variables Used (z): Text (Bonus subtoken with appropriate syntax and parameters)
What it Does:
PC
- The temporary bonus can only be applied to a character that has been 'granted' the LST object that
contains the TEMPBONUS
tag.ANYPC
- The temporary bonus can be applied to any character whether the LST object containing the
TEMPBONUS
tag has been granted to the character or not.EQ
- The temporary bonus can only be applied to equipment of the type identified by the (y) parameter.EQ
, and in this case it is required.BONUS
tag documentation above.TEMPBONUS
tag can take TYPE
and PRExxx
tags.Example:
TEMPBONUS:PC|COMBAT|AC|2
Increases armor class by two for the character granted the LST object containing the TEMPBONUS
. This is equivalent to
BONUS:COMBAT|AC|2
but is applied as a temporary bonus.
TEMPBONUS:ANYPC|CHECKS|Fortitude,Reflex|1
Adds one to "Fortitude" and "Reflex" saves for any character. This is equivalent to BONUS:CHECKS|Fortitude,Reflex|1
but is applied as a temporary bonus.
TEMPBONUS:EQ|TwoHanded|WEAPON|DAMAGE|1
Adds one to the damage done by the two-handed weapon on which the bonus is applied. This is equivalent to BONUS:WEAPON|DAMAGE|1
but is applied as a temporary bonus.
Example Conversion from PREAPPLY to TEMPBONUS:
BONUS:COMBAT|AC|2|PREAPPLY:PC
becomes TEMPBONUS:PC|COMBAT|AC|2
Where it is Used:
Ability, Class, Feat, Equipment, Skill, Spell and Template objects.