Other Global Tags

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): Text (Ability category)

Variables Used (y): Text (Ability nature)

Variables Used (z): Text (Ability name or key)

Variables Used (z): TYPE=Text (Ability type)

Variables Used (z): .CLEAR

Variables Used (z): .CLEAR.Text (Ability name or key)

What it does:

Examples:

ABILITY:FEAT|AUTOMATIC|Empower Spell

Adds the empower spell feat as an Auto feat.

ABILITY:FEAT|AUTOMATIC|TYPE=SpecialFu

Adds all feats with SpecialFu Type.

ABILITY:Special Ability|AUTOMATIC|Monkey Fu Mastery

Adds the Monkey Fu Mastery 'Special Ability' and lists it as Automatic nature (if visible).

ABILITY:CLASSFEATURE|VIRTUAL|Stunning Fist

Adds the Stunning Fist ability as a virtual class feature.

ABILITY:FEAT|AUTOMATIC|.CLEAR

Clears all automatic feats from the character.

ABILITY:FEAT|VIRTUAL|.CLEAR.Empower Spell

Clears the empower spell feat as an virtual feat.

ABILITY:FEAT|AUTOMATIC|Toughness|Track

Example of granting more than one feat. This grants 'Track' and 'Toughness' as automatic feats

ABILITY:Special Ability|AUTOMATIC|Wild Shape(Small Animal)|Wild Shape(Medium Animal)|PREVARGTEQ:DruidWildShape,4

Grants the Special Ability 'Wild Shape (Small Animal)' and 'Wild Shape (Medium Animal' as an automatic ability once the variable 'DruidWildShape' equals or is greater than '4'

ABILITY:Special Ability|AUTOMATIC|Wild Shape(Small Animal,Medium Animal)|PREVARGTEQ:DruidWildShape,4

This shows an example of Abilities with sub-choices being granted in a shorthand manner. Same as the above and grants the Special Ability 'Wild Shape (Small Animal)' and 'Wild Shape (Medium Animal)' as an automatic ability. Note: The Comma delimiter.


*** Updated 5.13.7

Tag Name: AUTO:ARMORPROF|x|x

Variables Used (x): Text (Armor name)

Variables Used (x): ARMORTYPE=Text (Armor type)

What it does:

Examples:

AUTO:ARMORPROF|ARMORTYPE=Light

All Light armors are given as free armor proficiencies.

AUTO:ARMORPROF|Leather

Leather armor is given as a free armor proficiency.

AUTO:ARMORPROF|ARMORTYPE=Light|ARMORTYPE=Medium

Light and Medium Armor is given as a free armor proficiency.

AUTO:ARMORPROF|Dwarven Plate[PRERACE:1,Dwarf]

Dwarven Plate is given as a free armor proficiency if the character is a Dwarf.


*** New 5.4

Tag Name: AUTO:EQUIP|x|x

Variables Used (x): Text (<Equipment Name>)

What it does:

Where it is used:

Global, however AUTO:EQUIP is not supported in class level lines. It can be used on a class line.

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 5.13.6

Tag Name: AUTO:FEAT|x|x

Variables Used (x): Text (<Feat Name>)

What it does:

Examples:

AUTO:FEAT|Dodge

The feat "Dodge" is granted as an automatic feat.

AUTO:FEAT|.CLEAR.Dodge <tab> AUTO:FEAT|Alertness

The feat "Dodge" is cleared and the feat "Alertness" is granted as an automatic feat.


*** Updated 5.13.8

Tag Name: AUTO:SHIELDPROF|x|x

Variables Used (x): Text (Shield name)

Variables Used (x): SHIELDTYPE=Text (Shield type)

What it does:

Examples:

AUTO:SHIELDPROF|SHIELDTYPE=Buckler

Buckler shield is given as a free shield proficiency.

AUTO:SHIELDPROF|SHIELDTYPE=Buckler|SHIELDTYPE=Light|SHIELDTYPE=Heavy

Bucjler, Light, and Heavy Shields are given as free shield proficiencies.


*** Updated 5.11.1

Tag Name: AUTO:WEAPONPROF|x|x

Variables Used (x): Text (Weapon name)

Variables Used (x): TYPE=Text (Weapon Type)

Variables Used (x): TYPE.Text (Weapon Type)

Variables Used (x): DEITYWEAPONS (Deity's favored weapon)

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 5.13.6

Tag Name: CSKILL:x|x

Variables Used (x): Text (<Skill Name>)

Variables Used (x): Text (Type=<Skill Type>)

Variables Used (x): ALL

Variables Used (x): LIST

Variables Used (x): .CLEAR

Variables Used (x): .CLEAR.Text

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.

CSKILL:LIST

Skills selected in the associated choice are made class skills. (In Abilities and Feats)

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> CSKILL:.CLEAR <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot

Modified Class that removes all class skills in the object previously, then adds in the specific list.

CLASS:Blackguard.MOD <tab> CSKILL:.CLEAR.Handle Animal|.CLEAR.Ride|Heal <tab> CSKILL:Pilot

Modified Class that removes only Handle Animal and Ride from the origianl class skill list, and then adds Heal and Pilot.


Tag Name: CCSKILL:x|x

Variables Used (x): Text (<Skill Name>)

Variables Used (x): Text (Type.<Skill Type>)

Variables Used (x): LIST

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.

CCSKILL:LIST

Skills selected in the associated choice 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=(number) (Adjustment to the follower level variable).

What it does:

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.


*** New 5.13.6

Tag Name: DEFINE:UNLOCK.x

Variables Used (x): Ability Score (STR, DEX, CON, INT, CHA, WIS or other stat defined in the gameMode)

What it does:

Unlocks a stat which has been locked by DEFINE:LOCK

This tag will always override DEFINE:LOCK

Example:

DEFINE:UNLOCK.CON

Constitution is unlocked.


*** 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:

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:Bardic Music %1/day (%2)|BardicMusicTimes|%FEAT=TYPE.BardicMusic

The variable "BardicMusicTimes" is substituted for "%1" and the text from the "DESC" tags in all granted feats with type "BardicMusic" are concatenated and substituted for "%2".

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.

DR:2/-|PRESTAT:1,CON=18

Grants DR of 2/- if the character has a constitution of 18 or higher.


*** 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.


*** Updated 5.13.6

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

Where it can be used:

This can be used anywhere except Equipment and Equipment Mod files.


Tag Name: MOVECLONE:x,y,z

Variables Used (x): Text (1st movement mode)

Variables Used (y): Text (2nd movement mode)

Variables Used (z): Formula (Calculation for 2nd mode movement rate)

What it does:

Examples:

MOVECLONE:Walk,Fly,*2

Create the "Fly" movement type and set it equal to "Walk" multiplied by 2.

MOVECLONE:Walk,Tunnel,/3

Create "Tunnel" movement type and set it equal to 1/3 of the "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:

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.

Where it is Used:

Ability, Feat, Race, and Template files.


*** 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:

This tag is used when the name you wish to appear on the output sheet 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.

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".

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): ABILITY=Text (Ability category)

Variables Used (x): CLASS

Variables Used (x): DEITY

Variables Used (x): DOMAIN

Variables Used (x): EQUIPMENT

Variables Used (x): EQMOD

Variables Used (x): FEAT

Variables Used (x): RACE

Variables Used (x): SPELL

Variables Used (x): SKILL

Variables Used (x): TEMPLATE

Variables Used (x): WEAPONPROF

Variables Used (y): Text (Object KEY)

What it does:

Counters PRExxx tags checking for the listed objects. Any objects listed will ignore all PRE tags and be a valid selection for the character.

Example:

QUALIFY:ABILITY=FEAT|Mounted Combat|Ride-By Attack

The character would be able to take the above feats whether they meet the prereqs or not.

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.

Where it is used:

Valid in most objects except .pcc files and class level lines.


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|y,y

Variables Used (x): Number (Number of feats, Optional)

Variables Used (x): ALL

Variables Used (y): Text (Name of feat)

Variables Used (y): TYPE.Text (Feat type)

Variables Used (y): CLASS.Text (Feat class type)

Variables Used (y): CHOICE (Presents a chooser dialog box)

What it does:

Example:

REMOVE:FEAT|Alertness

Removes the Alertness feat, no choice is presented, the feat is simply removed.

REMOVE:FEAT|TYPE.Fighter

Presents a list of Fighter type feats and allows the removal of up to 3.

REMOVE:FEAT|2|CHOICE

Presents a list of all feats the character has and allows the removal of 2 of them. If a feat has a cost associated with it, it returns that cost to the feat pool.

REMOVE:FEAT|ALL|CLASS.Paladin

Removes all feats that have been granted/taken by the Paladin Class.

Where it can be used:

Works in Ability, Class and Template files.


*** Updated 5.13.6

Tag Name: SAB:x

Variables Used (x):Text (Special Ability Name)

Variables Used (x):.CLEAR

Variables Used (x):.CLEAR.Text (Special Ability Name)

What it does:

Examples:

SAB:Fire in the Hole

Grants the special ability "Fire in the Hole".

SAB: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.

SAB:.CLEAR.+1d6 to natural weapons <tab> SAB:+1d8 to natural weapons

Clears the "Natural Weapons" value and makes it +1d8 instead.

SAB:Banana toss|PRERACE:monkey

Grants the special ability "Banana toss" if the characters race is "monkey".

SAB: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> SAB:.CLEAR.Shield Brother (full round action) <tab> SAB:Shield Brother (standard action)

Clears the 4th level value and makes it "Shield Brother (standard action)"instead.

SAB:.CLEAR.Poison

Clears the "Poison" value and replaces it with nothing.

CLASS:Toto

1 SAB:Big Papa|PREVARLT:CL,3

2 SAB:Big Mama

3 SAB:Very Big Papa

Causes the special ability "Big Papa" to be removed at 3rd level while adding the special ability "Very Big Papa".


*** New 5.13.9

Tag Name: SELECT:x

Variables Used (x):Number, Variable, or Formula (Number of choices)

What it does:

Example:

SELECT:3 <tab> CHOOSE:SKILLS

Allows the selection of "3" skills selected from the list of skills currently held by the character.

SELECT:INT

Allows a number of choices equal to the Intelligence ability bonus.


*** New 5.13.15

Tag Name: SERVESAS:x|y|y

Variables Used (x): ABILITY=Text (Ability category including FEATS)

Variables Used (x): CLASS

Variables Used (x): RACE

Variables Used (x): SKILL

Variables Used (y): Text (Object name)

What it does:

Allows one object to imitate one or more objects, of the same type, to satisfy the requirements established by PRExxx tags.

Example:

Super Foo<tab>SERVESAS:ABILITY=FEAT|Endurance|Diehard

Allows a character with the feat "Super Foo" to pass a prerequisite of "Endurance" or "Diehard".

Super Warrior <tab> SERVESAS:CLASS|Warrior|Barbarian

Allows a character with class levels of "Super Warrior" to pass a prerequisite of class "Warrior" or "Barbarian".

Where is it Used:

Ability, Class, Feat, Race, and Skill files.


*** Updated 5.10

Tag Name:SOURCELONG:x

Variables Used (x):Text (Long Source Name)

What it does:

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:

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:

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".


*** New 5.15.10

Tag Name:SPELLKNOWN:CLASS|w=x|y|w=x|y|z|z

Variables Used (w): Text (Class Name)

Variables Used (x): Number (Spell Level)

Variables Used (y): Text (Spell List)

Variables Used (z): PRExxx tag

What it does:

Examples:

SPELLKNOWN:CLASS|Arawnite Guardian=0|Create Water,Detect Magical Aura,Light,Mending,Read Magic,Resistance,Virtue

This is the character's known spell's for the Arawnite Guardian class.

1 <tab> SPELLKNOWN:CLASS|Trundlefolk Shaman=0|Create Water,Cure Minor Wounds,Detect Magic,Guidance,Mending,Purify Food and Drink

This is the character's known spell's for the first level Trundlefolk Shaman class.

SUBCLASSLEVEL:1 <tab> SPELLKNOWN: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 known spell's for the first level Holy Warrior subclass.


*** Updated 5.11.4

Tag Name:SPELLLEVEL:v|w=x|y|w=x|y|z|z

Variables Used (v): DOMAIN

Variables Used (v): CLASS

Variables Used (w): Text (Domain or Class Name)

Variables Used (x): Number (Spell Level)

Variables Used (y): Text (Spell List)

Variables Used (z): PRExxx tag

What it does:

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 the 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 the 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 the 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 the 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 the Domain.


*** New 5.7.9

Tag Name: SPELLS:s|u|v|w|x,y|x,y|z|z

Variables Used (s): Text (name of spellbook)

Variables Used (u): TIMES=ATWILL (Optional)

Variables Used (u): TIMES=Number, Formula, or Variable (Cast times per unit time, Optional)

Variables Used (v): TIMEUNIT=Text (Unit of time. Optional)

Variables Used (w): CASTERLEVEL=Number, Formula, or Variable (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=ATWILL|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|TIMEUNIT=Week|Wall of Stone

Grants "Wall of Stone", 5 times per week at 1st level in Spellbook "Innate".


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.


Tag Name: TEMPLATE:x.REMOVE

Variables Used (x): Text (Template name)

What it does:

This tag removes the designated template.

Example:

TEMPLATE:Lycanthrope.REMOVE

Removes the "Lycanthrope" template..


Tag Name: UDAM:x,x,x,x,x,x,x,x,x

Variables Used (x): Text (Damage)

What it does:

Example:

UDAM:1,1d2,1d3,1d4,1d6,1d8,1d10,1d12,2d8

This sets unarmed damage done to "1" for size "Fine" to "2d8" for size "Colossal".

UDAM:2d8

This sets unarmed damage done to "2d8" irrespective of size.


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 feat)

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:Weapon Focus(Greatsword)

The character gains "Weapon Focus(Greatsword)" as a virtual feat.

VFEAT:Banana Barrage|PRECLASS:1,Ninja Monkey=1

The character gains "Banana Barrage" as a virtual feat 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.


The .MOD Tag

*** Updated 5.11.11 - 5.13

Tag Name: w|x.MOD

Variables Used (w): CATEGORY=Text (Ability category. Used only when modifying abilities.)

Variables Used (x): Text (Object name or key)

What it does:

Modification Behavior:

When modifying a LST Object with the .MOD tag, there are four ways in which tags are modified internally by PCGen: Modification by Overwriting Data, Modification by Selective Overwriting, Modification by Appending Data and Modification by Separate Tags. The behaviors are explained below.

Modification by Overwriting Data

Initial LST Object: <lst object> <tab> LSTFILETAG:A

Modified By: <lst object>.MOD <tab> LSTFILETAG:B

Results In: <lst object> <tab> LSTFILETAG:B

Modification by Selective Overwriting Data

Initial LST Object: <lst object> <tab> LSTFILETAG:A|A1

Modified By: <lst object>.MOD <tab> LSTFILETAG:A|A2

Results In: <lst object> <tab> LSTFILETAG:A|A2

While

Initial LST Object: <lst object> <tab> LSTFILETAG:A|A1

Modified By: <lst object>.MOD <tab> LSTFILETAG:B|B1

Results In: <lst object> <tab> LSTFILETAG:B|B1

Modification by Appending Data

Initial LST Object: <lst object> <tab> LSTFILETAG:A

Modified By: <lst object>.MOD <tab> LSTFILETAG:B

Is Equivalent To: <lst object> <tab> LSTFILETAG:A,B

Modification by Separate LST Tags

Initial LST Object: <lst object> <tab> LSTFILETAG:A

Modified By: <lst object>.MOD <tab> LSTFILETAG:B

Is Equivalent To: <lst object> <tab> LSTFILETAG:A <tab> LSTFILETAG:B

But is Not Equivalent To: <lst object> <tab> LSTFILETAG:A,B

NOTE:The actual separator used in the equivalent syntax for each tag will vary. Make sure you check the tag specific documentation to see an example of that tags modification syntax.

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

CLASS:Arcane Archer.MOD <tab> BONUS:CHECKS|BASE.Will|-1*(CL/3) <tab> BONUS:CHECKS|BASE.Will|CL/2+2

Modifies the Arcane Archer by first removing the original "Will" bonus and then adding the new bonus.

Skill Focus.MOD

Modifies the Skill Focus feat (in feat.lst)

BOWSTR.MOD

Modifies the "BOWSTR" eqmod (in eqmod.lst)

CATEGORY=Mutation|Weak Immune System.MOD

Modifies an ability of the category Mutation, which is called Weak Immune System. Another ability of the same name, which belongs to another category, would not be affected.


The .COPY Tag

*** Updated 5.13

Tag Name: w|x.COPY=y

Variables Used (w): CATEGORY=Text (Ability category. Used only when copying abilities.)

Variables Used (x): Text (Object name)

Variables Used (y): Text (Copied object's name)

What it does:

Note: When copying a Class it is important to remember that while the class lines are copied into a new class, there remain tags in those lines which refer to the original class by name. The effect of this is that your new class will not inherit any class abilities that reference the old class name, e.g. Spellcasting, Favored Enemies, etc.

Examples:

Human.COPY=Aboriginee

Creates a new race called Aboriginee based on the Human race.

Dagger.COPY=Hunting Knife

Creates a new weapon called Hunting Knife based on the weapon Dagger.

CLASS:Ranger.COPY=Woodsman

Creates a new class called the Woodsman based on the Ranger class.

Skill Focus.COPY=Heighten Knowledge

Creates a new feat called Heighten Knowledge based on the Skill Focus feat.

CATEGORY=(foo)|(key).COPY

The new syntax to be used to .COPY an ability.


The .CLEAR Tag

Tag Name: x.CLEAR.y

Variables Used (x): Text (Tag to be cleared)

Variables Used (y): Text (Name of object being cleared, Optional))

What it does:

Note: Although listed as global, .CLEAR will not work with all tags. Some experimentation may be required to see which usage is required with which tags.

Syntax usage:

TAG:.CLEAR

This syntax clears all the values of the original object. This tag is followed by a second tag which sets the new values. It is important to note that PCGen works in a sequential manner and if the two tags order is swapped the new value will be cleared as well as the original values.

TAG:.CLEAR.<Values to be cleared>

The items which follow the .CLEAR. are cleared.

Work Arounds:

.CLEAR is not supported on the CHOICE tag, allowing the removal of the tag from the item. Two ways to do that are:

Examples:

CLASS:Ranger.MOD <tab> CSKILL:.CLEAR.Animal Empathy

Modifies the Ranger class by eliminating the Animal Empathy skill from its class skill list.

Dagger.COPY=Hunting Knife <tab> TYPE:.CLEAR <tab> 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.

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.

Where it is Used:

In conjunction with .MOD and .COPY


The .FORGET Tag

*** Updated 5.13

Tag Name: w|x.FORGET

Variables Used (w): CATEGORY=Text (Ability category. Used only when modifying abilities.)

Variables Used (x): Text (Object name or key)

What it does:

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)

CATEGORY=(foo)|(key).FORGET

The new syntax to be used to .FORGET an ability.


The WILDCARD Tag

Tag Name: <tagname>:%

Variables Used: <tagname>

Examples:

PRERACE:%

Match any race in a race.lst file

Level %

Any Level

Knowledge%

Any Knowledge skills


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