The Ability files are used to identify and implement the individual class/racial abilities that make up each character.
The first field is the Ability Name, this is a required field and does not have a tag.
This section is broken into three subsections. The first, the Ability File Tags subsection, lists the new ability file tags, the second subsection, Global Ability Tags, and the third subsection, Other Ability Tags, lists the tags located elsewhere in the PCGen documentation.
Tag Name: ADDSPELLLEVEL:x
Variables Used (x): Number (Increase in spell slot level)
What it does:
.MOD
tag, given an existing ADDSPELLLEVEL
tag, the data included in a new ADDSPELLLEVEL
tag will overwrite the existing tag data.Example:
ADDSPELLLEVEL:2
A spell with this metamagic ability applied to it takes up a slot two levels higher than the normal spell.
.MOD Example:
Initial Ability: CATEGORY=<category name>|<ability name> <tab> ADDSPELLLEVEL:1
Modified By: CATEGORY=<category name>|<ability name> <tab> ADDSPELLLEVEL:2
Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> ADDSPELLLEVEL:2
Modified ability applied to a spell will cause the spell to take up a slot two levels higher than the normal spell.
Tag Name: APPLIEDNAME:x
Variables Used (x):Text (An adjective to be prefixed to a spell modified by this ability)
What it does:
This tag is used in metamagic abilities to give an addribute that can modify the spell name./p>
Example:
APPLIEDNAME:Empowered
A spell with this metamagic ability applied to it gets the word "Empowered" prefixed to the spell name.
Tag Name: ASPECT:x|y|z|z
Variables Used (x): Text (Name of Aspect)
Variables Used (y): Text (Value of Aspect)
Variables Used (z): Number or Formula (Substitution value. Optional.)
What it does:
ASPECT
tag.ASPECT
tag includes a PRExxx tag appended to the end.ASPECT
tags for the same "aspect" and PRExxx tags appended to the end of each,
the final value for that aspect will be set by the physically last ASPECT
tag in the ability line that passes
the prerequisite.DESC
tag:
%CHOICE
- Will replace the first associated choice in the object.%LIST
- Will substitute all choices comma separated into that parameter.%NAME
- The OUTPUTNAME
or name of the object this DESC
tag is in..MOD
tag, given an existing ASPECT
tag, the data included in a new ASPECT
tag will selectively overwrite the existing tag data or include the separate
tags. Since each aspect name can hold only one value per ability, modifying an existing ASPECT
tag will overwrite only
the value of the aspect by that name in the ability, and will add a separate ASPECT
tag with a new name.Example:
ASPECT:Action Type|Standard Action
Identifies the "Action Type" of an action performed as part of the associated ability as a "Standard Action".
ASPECT:Attack Type|Melee weapon
Identifies the "Attack Type" of an attack performed as part of the associated ability as a "Melee weapon" attack.
ASPECT:Target|One creature
Identifies the "Target" of an action performed as part of the associated ability as "One creature".
ASPECT:Attack|Strength vs. AC
Identifies an "Attack" performed as part of the associated ability as "Strength vs. AC".
ASPECT:Attack Type|Ranged %1|PowerRange
Identifies the "Attack Type" of an attack performed as part of the associated ability as a "Ranged" attack with a range equivalent to the "PowerRange" variable.
ASPECT:Effect|Double damage to %CHOICE creatures
Identifies the "Effect" of an action performed as part of the associated ability as "Double damage" to the creature chosen by the associated chooser.
ASPECT:Target|One creature <tab> ASPECT:Target|Two creatures|PREPCLEVEL:MIN=7,MAX=12 <tab>
ASPECT:Target|Three creatures|PREPCLEVEL:MIN=13
Identifies the "Target" of an action performed as part of the associated ability as "One creature" for characters that are level 1-6, "Two creatures"' for characters level 7-12, and "'Three creatures" for characters level 13 or greater.
.MOD Example (Overwrite):
Initial Ability: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A2
Modified By: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A3
Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A3
.MOD Example (Include Separately):
Initial Ability: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A2
Modified By: CATEGORY=<category name>|<ability name> <tab> ASPECT:B1|B2
Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A2 <tab> ASPECT:B1|B2
Tag Name: BENEFIT:x
Variables Used (x): Text (benefit text)
Variables Used (x): .CLEAR
Variables Used (x): .CLEAR.text (regular expression)
What it does:
BENEFIT
tag.BENEFIT
tags per line are allowed with all qualifying BENEFIT
tags being
concatonated for output and separated by spaces..CLEAR
will clear all BENEFIT
tags..CLEAR.(regular expression match)
will clear specific instances.BENEFIT
tags will take variable substitution.
BENEFIT
.%NAME
- The name of the object this BENEFIT
tag is in.%FEAT
- Will substitute the descriptions of feats within the object that match the associated preqrequisites.%CHOICE
- Will replace the first associated choice in the object.%LIST
- Will substitute all choices into that parameter as a comma-delimited list.BENEFIT:.CLEAR..*
,
or clear all exceptional abilities by doing BENEFIT:.CLEAR.\(Ex\)
, or clear everything
that's non-numeric with BENEFIT:.CLEAR.[A-Za-z]
..MOD
tag, given an existing BENEFIT
tag, the data included in a new BENEFIT
tag will be included as a separate tag.Example:
BENEFIT:This is sample text for the example purposes
Adds ability benefit.
BENEFIT:Kick Butt (level 3)|PRELEVEL:3
Adds ability description only if the PC is level 3 or higher.
BENEFIT:Assembly ~ 1 table|PREVAREQ:AssemblyTables,1
BENEFIT:Assembly ~ %1 tables|AssemblyTables|PREVARGTEQ:AssemblyTables,2
Adds an ability description which is dependent upon the value of the variable AssemblyTables.
BENEFIT:You get a +2 bonus on all %1 saving throws|%CHOICE
Adds ability description and replaces %1 with the first choice made.
BENEFIT:You get a +3 bonus on all checks involving %1|%LIST.
Adds ability description, replacing %LIST with all choices made.
BENEFIT:%3 Sneak Attacks per day for +%1d%2 damage|SneakAttack|SneakAttackDie|SneakAttackTimes
Adds ability description, substituting the variables from the positions specified.
Advanced Combat Martial Arts.MOD <tab> BENEFIT:.CLEAR <tab> BENEFIT:When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage
Changes the ability description, substituting the specified text.
.MOD Example (Include Separately):
Initial Ability: CATEGORY=<category name>|<ability name> <tab> BENEFIT:Initial benefit text.
Modified By: CATEGORY=<category name>|<ability name> <tab> BENEFIT:New benefit text.
Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> BENEFIT:Initial benefit text. <tab> BENEFIT:New benefit text.
The output will show the following: "Initial benefit text. New benefit text."
Tag Name: CATEGORY:x
Variables Used (x): Text (Ability category)
What it does:
This is the Ability Category that the ability belongs to. The ability category is a broad group of abilities, defined in the game mode. An ability's key name need only be unique within its category.
Examples:
CATEGORY:SpecialAttack
This ability is part of the "SpecialAttack" ability category.
CATEGORY:Feat
This ability is part of the "Feat" ability category, which is a special case of abilities that can be selected as feats.
CATEGORY=Talent|Uncanny Dodge II.MOD <tab> PRE:.CLEAR
This ability is part of the "Talent" ability category, which is aimed at the feat of "Uncanny Dodge II" so that it can be modified by removing the PRExxx.
Tag Name: COST:x
Variables Used (x): Number (ability point cost)
What it does:
.MOD
tag, given an existing COST
tag, the data included in a new COST
tag will overwrite the existing tag data.Example:
COST:1
Ability costs one ability point.
COST:.5
Ability costs half a ability point.
Default Value:
1
.MOD Example:
Initial Ability: CATEGORY=<category name>|<ability name> <tab> COST:2
Modified By: CATEGORY=<category name>|<ability name> <tab> COST:1
Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> COST:1
Ability costs one ability point.
Tag Name: MULT:x
Variables Used (x): Boolean ('YES' or 'NO')
What it does:
CHOOSE
tag..MOD
tag, given an existing MULT
tag, the data included in a new MULT
tag will overwrite the existing tag data.Example:
MULT:YES
This Ability can be taken multiple times.
Default Value:
NO
.MOD Example:
Initial Ability: CATEGORY=<category name>|<ability name> <tab> MULT:YES
Modified By: CATEGORY=<category name>|<ability name> <tab> MULT:NO
Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> MULT:NO
Modified ability cannot be taken multiple times.
Tag Name: STACK:x
Variables Used (x): Boolean ('YES' or 'NO')
What it does:
.MOD
tag, given an existing STACK
tag, the data included in a new STACK
tag will overwrite the existing tag data.Example:
STACK:YES
The benefits for this ability stack with itself if taken multiple times.
Default Value:
NO
.MOD Example:
Initial Ability: CATEGORY=<category name>|<ability name> <tab> STACK:YES
Modified By: CATEGORY=<category name>|<ability name> <tab> STACK:NO
Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> STACK:NO
The benefits for the modified ability will not stack with itself if taken multiple times.
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Template Name)
What it does:
%LIST
in conjunction with a CHOOSE
tag.Example:
TEMPLATE:Incorporeal|Undead|Celestial
The ability applies the "Incorporeal", "Undead" and "Celestial" templates.
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:CHOOSE
tag.TEMPLATE:ADDCOICE
tag as part of a .MOD
of a
Race object that containes multiple TEMPLATE:CHOOSE
tags, all instances
of the TEMPLATE:CHOOSE
tag will be modified.Example:
TEMPLATE:ADDCHOICE:Demihuman|Beast
The ability can choose previously defined templates plus the "Demihuman" or "Beast" templates.
Tag Name: TEMPLATE:CHOOSE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:CHOOSE
tags can be used in the same LST object
but PCGen's current Data Standard is to include no more that one in each LST object.TEMPLATE:CHOOSE
tag is not a gobal tag it can be used in the
Class,
Race,
and Template files.Example:
TEMPLATE:CHOOSE:Celestial|Outsider
The ability allows the selection of either the "Celestial" or "Outsider" template.
Tag Name: VISIBLE:x
Variables Used (x): YES (Default)
Variables Used (x): NO
Variables Used (x): DISPLAY
Variables Used (x): EXPORT
What it does:
YES
- Shows the ability name in PCGen and on export to a character sheet.NO
- Hides the ability name in PCGen and on export to a character sheet.DISPLAY
- Displays the ability name in PCGen but not on the character sheet.EXPORT
- Hides the ability name from PCGen but displays it on the character sheet..MOD
tag, given an existing VISIBLE
tag, the data included in a new VISIBLE
tag will overwrite the existing tag data.Example:
VISIBLE:YES
Shows the ability name in PCGen and on the Output sheet.
.MOD Example:
Initial Ability: CATEGORY=<category name>|<ability name> <tab> VISIBLEE:YES
Modified By: CATEGORY=<category name>|<ability name> <tab> VISIBLE:DISPLAY
Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> VISIBLE:DISPLAY
Modified ability will appear in the GUI but will not appear on the output sheet.
These are not true global tags as the tags in the previous section are. Though they occur in other files, they have an impact on abilities and are being included here to make them easier to locate and understand.