Feat Files

*** Updated 5.13.6

Each feat takes one line and the first field must be the feat's name.

Naming Feats

When naming feats you should only use parentheses at the end of the name if the name is not duplicated elsewhere. This is because of how PCGen names feats which can be taken multiple times. For example, the Feat Weapon Focus when taken will display as Weapon Focus(Dagger). Another example is Armor Proficiency (Light), there is no feat named Armor Proficiency so this name is fine. What is happening is when PCGen finds a feat with parentheses that duplicates the name of another feat it assumes that feat is an instance of the one without parentheses and does not display the one with parentheses.

Improved Critical

The feat named "Improved Critical" is to be created.

Acrobatic.MOD

The feat named "Acrobatic" is to be modified.

Occupation (Emergency Services).FORGET

The feat named "Occupation (Emergency Services)" is to be forgotten.

When POINTPOOLNAME trigger tag is present in miscinfo file Summary Tab Will display total points/points remaining (i.e. Development Points 160/135) on the same line as the stat total and stat mod total

Skills Tab - Instead of skill points by class/level requirement to spend skill points, it's just a pool this is also populated by the classes STARTSKILLPTS and miscinfo SKILLMULTIPLIER

Feats Tab - Will show total point pool as reported on the skills tab


*** New

Tag Name: ADDSPELLLEVEL:x

Variables Used (x): Number (Increase in spell slot level)

What it does:

This tag is used in metamagic feats to denote how much higher the spell level slot requires.

Example:

ADDSPELLLEVEL:2

A spell with this metamagic feat applied to it takes up a slot two levels higher than the normal spell.


*** New 5.15.2

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 (Optional. Used for substitutions in y)

What it does:

Example:

ASPECT:Action Type|Standard Action

Identifies the "Action Type" of an action performed as part of the associated feat as a "Standard Action".

ASPECT:Attack Type|Melee weapon

Identifies the "Attack Type" of an attack performed as part of the associated feat as a "Melee weapon" attack.

ASPECT:Target|One creature

Identifies the "Target" of an action performed as part of the associated feat as "One creature".

ASPECT:Attack|Strength vs. AC

Identifies an "Attack" performed as part of the associated feat as "Strength vs. AC".

ASPECT:Attack Type|Ranged %1|PowerRange

Identifies the "Attack Type" of an attack performed as part of the associated feat 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 feat as "Double damage" to the creature chosen by the associated chooser.


Tag Name: BENEFIT:x

Variables Used (x): Text (feat benefit text)

What it does:

This is the benefit text of the feat from the source material. This text will be displayed in the feat description field if the "Display Feat Description" checkbox in the Appearance/Display Options Preference window is unchecked. Otherwise the text from the DESC tag will be displayed.

Example:

BENEFIT:This is sample text for the example purposes

Adds feat benefit.


Tag Name: COST:x

Variables Used (x): Number (feat point cost)

What it does:

This is how many feat points the feat costs. A decimal value, as the example below, would mean that it only costs 1/2 a feat point.

Example:

COST:1

Feat costs one feat point.

COST:.5

Feat costs half a feat point.

Default Value:

1


*** New 5.11.x

Tag Name: MODIFYFEATCHOICE:x

Variables Used (x):Text (feat name)

Variables Used (x):TYPE=Text (feat type)

What it does:

Example:

MODIFYFEATCHOICE:TYPE=NinjaMonkeySchool

Allows the selection of a new school from a list of schools of type 'NinjaMonkeySchool' to replace a previously selected one.

MODIFYFEATCHOICE:Ninja Monkey Primary Weapon Reselection

Allows a ninja monkey to select a new primary weapon, replacing an earlier selected primary weapon.


Tag Name: MULT:x

Variables Used (x): Boolean (YES/NO)

What it does:

This determines if a feat can be taken multiple times. If the value is set to YES, then you MUST also use a CHOOSE tag.

Example:

MULT:YES

This Feat can be taken multiple times.

Default Value:

NO


Tag Name: STACK:x

Variables Used (x): Boolean (YES/NO)

What it does:

This tells PCGen if the feat benefits may be stacked on one another.

Example:

STACK:YES

This Feat may be stack on it's self.

Default Value:

NO


*** New 5.6

Tag Name: TEMPLATE:x|x

Variables Used (x): Text (Name of template)

What it does:

This is a pipe-delimited (|) list of templates that are granted by the feat.

Example:

TEMPLATE:Celestial

Adds the "Celestial" template to the character.

TEMPLATE:Half Dragon (Red)|Zombie

Adds the templates "Half Dragon (Red)" and "Zombie" to the character.


Tag Name: TEMPLATE:ADDCHOICE:x|x

Variables Used (x): Text (Template Name)

What it does:

Example:

TEMPLATE:ADDCHOICE:Demihuman|Beast

The feat allows the selection of previously defined templates plus the "Demihuman" or "Beast" templates.


Tag Name: TEMPLATE:CHOOSE:x|x

Variables Used (x): Text (Template Name)

What it does:

Example:

TEMPLATE:CHOOSE:Celestial|Outsider

The feat allows the selections 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:

Example:

VISIBLE:YES

Shows the feat name in PCGen and on the Output sheet.


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