*** 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:
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.ASPECT
tags can be modified by .MODing the feat and inserting a new ASPECT
tag. Since each aspect name can hold only one value per featm .MODing a new ASPECT
tag will
overwrite the only value of the aspect by that name in the featExample:
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:
TEMPLATE:CHOOSE
tag.TEMPLATE:ADDCOICE
tag as part of a .MOD
of a
Feat that containes multiple TEMPLATE:CHOOSE
tags, all instances
of the TEMPLATE:CHOOSE
tag will be modified.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:
TEMPLATE:CHOOSE
tags can be used in the same LST object
but doing so can cause unintended results.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:
YES
- Shows the feat name in PCGen and on export to a character sheet.NO
- Hides the feat name in PCGen and on export to a character sheet.DISPLAY
- Displays the feat name in PCGen but not on the character sheet.EXPORT
- Hides the feat name from PCGen but displays it on the character sheet.Example:
VISIBLE:YES
Shows the feat name in PCGen and on the Output sheet.