Created using PCGen |EXPORT.VERSION| on |EXPORT.DATE|
Player: |PLAYERNAME|; Character Name: |NAME|

|NAME| |%FOLLOWEROF|- |FOLLOWEROF| |%| |PLAYERNAME| |ALIGNMENT| |DEITY| |POOL.COST| Character Portrait
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
|CLASSLIST| |EXP.CURRENT| |RACE| |SIZE| / |FACE| |HEIGHT| |WEIGHT| |VISION|
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
|TOTALLEVELS| |EXP.NEXT| |AGE| |GENDER| |COLOR.EYE| |COLOR.HAIR|, |LENGTH.HAIR|
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
|FOR,%stat,0,COUNT[STATS]-1,1,1| |ENDFOR|
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
|STAT.%stat.NAME|
|STAT.%stat.LONGNAME|
|STAT.%stat.NOTEMP.NOEQUIP| |STAT.%stat.MOD.NOTEMP.NOEQUIP| |STAT.%stat| |STAT.%stat.MOD|
|IIF(VAR.IF(var("UseAlternateDamage")==0;1;0):1)|

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
|HP|




 |DR| 
|MOVEMENT|
|ELSE|

CURRENT VITALITY

SUBDUAL DAMAGE

CURRENT WOUND POINTS

DAMAGE
REDUCTION

SPEED
VP
Vitality
|HP|




WP
Wound Points
|ALTHP|


 |DR| 
|MOVEMENT|
|ENDIF|
AC
Armour Class
|AC.Total| : |AC.Touch| : |AC.Flatfooted| = |AC.Base| + |AC.Armor| + |AC.Shield| + |AC.Ability| + |AC.Size| + |AC.NaturalArmor| + |AC.Dodge| + |AC.Deflection| + |AC.Misc|
|SPELLFAILURE| |ACCHECK| |MAXDEX| |SR|  
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
|INITIATIVEMOD| = |STAT.1.MOD| + |INITIATIVEBONUS|
TOTAL DEX
MODIFIER
MISC
MODIFIER
BASE ATTACK
Bonus
|ATTACK.MELEE|

|%VAR.TOTALPOWERPOINTS.GTEQ.1|
PSI POWER POINTS
 Base PP |VAR.BASEPOWERPOINTS.INTVAL|  Bonus PP |VAR.BONUSPOWERPOINTS.INTVAL|  Total PP |VAR.TOTALPOWERPOINTS.INTVAL|
 
|%|
SKILLS
|DFOR.0,(COUNT[SKILLS]+2)/3,1,COUNT[SKILLS],(COUNT[SKILLS]+2)/3,,,,0|
 NameAbbRnkTot  NameAbbRnkTot  NameAbbRnkTot 
 \SKILL.%.NAME\\SKILL.%.ABILITY\\SKILL.%.RANK\\SKILL.%.TOTAL\ 
|IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=SpecialAttack";"VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")>0)|
SPECIAL ATTACKS
|ABILITYALLLIST.Special Ability.TYPE=SpecialAttack|
|ENDIF| |IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=AnimalTrick")>0)|
ANIMAL TRICKS
|ABILITYALLLIST.Special Ability.TYPE=AnimalTrick|
|ENDIF| |IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=SpecialQuality";"VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")>0)|
SPECIAL QUALITIES
|ABILITYALLLIST.Special Ability.TYPE=SpecialQuality|
|ENDIF| |%COUNT[SA]|
SPECIAL ABILITIES
|SPECIALLIST|
|%|
FEATS
|FEATALLLIST|
MONEY
|MISC.FUNDS|
|%COMPANIONS|
COMPANIONS
|MISC.COMPANIONS|
|%| |%MISC.MAGIC|
MAGIC
|MISC.MAGIC|
|%| |%WEAPONPROF|
PROFICIENCIES
|WEAPONPROFS|
|%|
LANGUAGES
|LANGUAGES|
|%SPELLLISTCLASS.0|
SPELLS
|%| |%SPELLLISTBOOK.0.0.1|
 Innate
    |FOR,%spellbook,0,COUNT[SPELLBOOKS]-1,1,0| |FOR.0,100,3,,,,2| |ENDFOR|
\SPELLMEM.0.%spellbook.0.%.BONUSSPELL\\SPELLMEM.0.%spellbook.0.%.NAME\ (DC: \SPELLMEM.0.%spellbook.0.%.DC\)  
|%| |FOR,%class,COUNT[SPELLRACE],COUNT[CLASSES],1,1| |%SPELLLISTCLASS.%class| |%| |FOR,%sbook,0,1,1,1| |FOR,%level,0,MAXSPELLLEVEL.%class,1,1| |%SPELLLISTBOOK.%class.%level.%sbook| |%| |ENDFOR| |ENDFOR| |%SPELLLISTCLASS.%class|
|FOR.0,10,1,, , ,1|
 |SPELLLISTCLASS.%class| 0
1
2
3
4
5
6
7
8
9
\SPELLLISTCAST.%class.%\
%level: |FOR.0,100,3,,,,2|
\SPELLMEM.%class.%sbook.%level.%.BONUSSPELL\\SPELLMEM.%class.%sbook.%level.%.NAME\ (DC: \SPELLMEM.%class.%sbook.%level.%.DC\) ooo 
* = Domain/Specialty Spell 
|%| |ENDFOR|
|FOR,%checks,0,COUNT[CHECKS]-1,1,0| |ENDFOR|
SAVING THROWS TOTAL BASE STAT EPIC MAGIC MISC TEMPORARY CONDITIONAL
MODIFIERS
|CHECK.%checks.NAME|
|IIF(CHECK.%checks.NAME:Fortitude)| Constitution |ELSE| |ENDIF| |IIF(CHECK.%checks.NAME:Reflex)| Dexterity |ELSE| |ENDIF| |IIF(CHECK.%checks.NAME:Will)| Wisdom |ELSE| |ENDIF|
|CHECK.%checks.TOTAL| = |CHECK.%checks.BASE| + |CHECK.%checks.STATMOD| + |CHECK.%checks.EPIC| + |CHECK.%checks.MAGIC|
+ |CHECK.%checks.MISC.NOMAGIC.NOSTAT|
+
|IIF(VAR.UseCombatManueverBonus:1)|
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMPORARY
MELEE
ATTACK BONUS
|ATTACK.MELEE.TOTAL| = |ATTACK.MELEE|
+ |ATTACK.MELEE.STAT| + |ATTACK.MELEE.SIZE|
+ |ATTACK.MELEE.EPIC|
+ |ATTACK.MELEE.MISC|
+
RANGED
ATTACK BONUS
|ATTACK.RANGED.TOTAL| = |ATTACK.RANGED|
+ |ATTACK.RANGED.STAT| + |ATTACK.RANGED.SIZE|
+ |ATTACK.RANGED.EPIC|
+ |ATTACK.RANGED.MISC|
+
CMB
ATTACK BONUS
|VAR.CMB.INTVAL.SIGN| = |ATTACK.MELEE.BASE|
+ |VAR.CMB_STAT.INTVAL.SIGN| + |VAR.CMB_SizeMod.INTVAL.SIGN|
+ +0
+ |VAR.CMB-ATTACK.MELEE.BASE-VAR.CMB_STAT-VAR.CMB_SizeMod.INTVAL.SIGN|
+

|ELSE|
GRAPPLE
ATTACK BONUS
|ATTACK.GRAPPLE.TOTAL| = |ATTACK.GRAPPLE|
+ |ATTACK.GRAPPLE.STAT| + |ATTACK.GRAPPLE.SIZE|
+ |ATTACK.GRAPPLE.EPIC|
+ |ATTACK.GRAPPLE.MISC|
+
|ENDIF|
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL
|WEAPONH.TOTALHIT|
|WEAPONH.DAMAGE|
|WEAPONH.CRIT|/x|WEAPONH.MULT|

|FOR.0,100,1,, , ,1|
WEAPON
BONUS
DAMAGE
CRITICAL
HAND
RANGE
TYPE
SIZE
\WEAPON.%.NAME\
\WEAPON.%.TOTALHIT\
\WEAPON.%.DAMAGE\
\WEAPON.%.CRIT\/x\WEAPON.%.MULT\
\WEAPON.%.HAND\
\WEAPON.%.RANGE\
\WEAPON.%.TYPE\
\WEAPON.%.SIZE\
\WEAPON.%.SPROP\

|FOR.0,100,1,, , ,1|
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
\ARMOR.%.NAME\
\ARMOR.%.TYPE\
\ARMOR.%.TOTALAC\
\ARMOR.%.MAXDEX\
\ARMOR.%.ACCHECK\
\ARMOR.%.SPELLFAIL\
\ARMOR.%.SPROP\

EQUIPMENT (|TOTAL.WEIGHT| - |WEIGHT.LIGHT|/|WEIGHT.MEDIUM|/|WEIGHT.HEAVY|)
|DFOR.0,(COUNT[EQUIPMENT]+1)/2,1,COUNT[EQUIPMENT],(COUNT[EQUIPMENT]+1)/2,,,,0|
\EQ.%.QTY\ x \EQ.%.NAME.MAGIC~~\ (\EQ.%.SPROP\)\EQ.%.WT\  
|%DOMAIN.1| |FOR.1,COUNT[DOMAINS]+1,1,, , ,1|
Cleric of |DEITY|
Domain
Granted Power
\DOMAIN.%\
\DOMAIN.%.POWER\
|%|
AMMUNITION
|EQ.IS.AMMUNITION.0.NAME|
☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐
|EQ.IS.AMMUNITION.1.NAME|
☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.