A Template is a series of special 'ideas' that are applied to a character.
These 'ideas' take the form of Undead, Lycanthropy Celestial, Outsider, etc, and enhance your character is some way. Each template is one line only and the first field must be the template name.
This space is reserved for a basic introduction to building templates.
*** New 5.9.7
Tag Name: ADDLEVEL:x|y
Variables Used (x): Text (Class name)
Variables Used (y): Number or Formula (Number of levels to add)
What it does:
.MOD
tag, given an existing ADDLEVEL
tag, the data included in a new ADDLEVEL
tag will be included as if it were a separate
tag.Example:
ADDLEVEL:Animal|6
Adds six levels of the Animal class to the character.
.MOD Example:
Initial Template: Werewolf <tab> ADDLEVEL:Animal|2
Modified By: Werewolf.MOD <tab> ADDLEVEL:Animal|1
Is Equivalent To: Werewolf <tab> ADDLEVEL:Animal|2 <tab> ADDLEVEL:Animal|1
.
The werewolf gains three levels in the class "Animal".
Tag Name: BONUSSKILLPOINTS:x
Variables Used (x): Number (Number of bonus skill point >0)
What it does:
.MOD
tag, given an existing BONUSSKILLPOINTS
tag, the data included in a new BONUSSKILLPOINTS
tag will overwrite the existing tag data.Example:
BONUSSKILLPOINTS:2
Two bonus skill points are given.
.MOD Example:
Initial Template: Sentient Construct <tab> BONUSSKILLPOINTS:2
Modified By: Sentience Construct.MOD <tab> BONUSSKILLPOINTS:3
Results In: Sentient Construct <tab> BONUSSKILLPOINTS:3
Twelve skill points are granted at first level with three being granted at all subsequent levels.
*** New 5.7.7
Tag Name: BONUS:MONSKILLPTS|LOCKNUMBER|x
Variables Used (x): Number (Skill points)
What it does:
This will override the base skill points for monster HD. This tag will work retroactively.
Example:
BONUS:MONSKILLPTS|LOCKNUMBER|6
This template will set 6 as the base skill points for any monster levels.
Tag Name: CHOOSE:LANGAUTO:x|x
Variables Used (x): Text (Language Name)
What it does:
.MOD
tag, the data included in this tag will be
overwritten by the new CHOOSE:LANGAUTO
tag if one is included in the modification.Example:
CHOOSE:LANGAUTO:Abyssal|Infernal
"Abyssal" & "Infernal" are granted as bonus languages.
.MOD Example:
Initial Template: Darkling <tab> CHOOSE:LANGAUTO:Abyssal|Infernal
Modified By: Darkling.MOD <tab> CHOOSE:LANGAUTO:Ignan|Undercommon
Is Equivalent To: Darkling <tab> CHOOSE:LANGAUTO:Undercommon
Darklings are allowed to choose either "Ignan" or "Undercommon" as an automatic language.
Tag Name: CR:x
Variables Used (x): Number (Challenge rating adjustment >0)
What it does:
.MOD
tag, given an existing CR
tag, the data included in a new CR
tag will overwrite the existing tag data.Example:
CR:2
The character's challenge rating is increased by two.
<template name>.MOD <tab> CR:3
The character's challenge rating is increased by three.
.MOD Example:
Initial Template: Darkling <tab> CR:2
Modified By: Darkling.MOD <tab> CR:3
Is Equivalent To: Darkling <tab> CR:3
Darklings have a "challenge rating" of "3".
Tag Name: FACE:x,y
Variables Used (x): Number (Space the creature occupies >= 0)
Variables Used (y): Number (Optional, side space >= 0)
What it does:
.MOD
tag, given an existing FACE
tag, the data included in a new FACE
tag will overwrite the existing tag data.NOTE: For 3.0 rules this tag is used for the Face statistic. For 3.5 rules this tag is used for the Space statistic.
Example:
FACE:5,10
The creature has a face/space of 5 by 10.
FACE:10
The creature has a face/space of 10.
<template name>.MOD <tab> FACE:20
The creature has a face/space of 20.
.MOD Example:
Initial Template: Darkling <tab> FACE:10,5
Modified By: Darkling.MOD <tab> FACE:10
Is Equivalent To: Darkling <tab> FACE:10
Darklings have a "face/space" of "10".
Tag Name: FAVOREDCLASS:x|x.y
Variables Used (x): Text (Class name)
Variables Used (x): ANY
Variables Used (y): Text (Class or sub-class name)
What it does:
.MOD
tag, given an existing FAVOREDCLASS
tag, the data included in a new FAVOREDCLASS
tag will be appended to the existing tag data.Example:
FAVOREDCLASS:Wizard|Fighter
The character's favored classes are "Wizard", including any of its sub-classes, and "Fighter".
FAVOREDCLASS:Wizard.Wizard
The character's favored class is "Wizard", excluding any of its sub-classes.
FAVOREDCLASS:Wizard.Illusionist
The character's favored class is the "Wizard" sub-class, the "Illusionist".
<template name>.MOD <tab> FAVOREDCLASS:Wizard.Necromancer
The character's favored class is the "Wizard" sub-class, the "Necromancer".
.MOD Example:
Initial Template: Darkling <tab> FAVOREDCLASS:Sorcerer
Modified By: Darkling.MOD <tab> FAVOREDCLASS:Wizard.Necromancer
Is Equivalent To: Darkling <tab> FAVOREDCLASS:Sorcerer|Wizard.Necromancer
Darkling's "favored class" is the &qquot;Sorcerer" and the "Wizard" sub-class, the "Necromancer".
Tag Name: FEAT:x|x
Variables Used (x): Text (Feat Name)
What it does:
OUTPUTNAME
of feats and should NOT be used in the feat list
for this tag..MOD
tag, given an existing FEAT
tag, the data included in a new FEAT
tag will overwrite the existing tag data.Example:
FEAT:Blind Fight|Alertness
Presents the "Blind-Fight" & "Alertness" feats to the user and grants the feat selected to the character.
.MOD Example:
Initial Template: Darkling <tab> FEAT:Blind Fight|Alertness
Modified By: Darkling.MOD <tab> FEAT:Blind Fight|Combat Reflexes
Is Equivalent To: Darkling <tab> FEAT:Blind Fight|Combat Reflexes
Presents the "Blind-Fight" and "Combat Reflexes" feats to the user and grants the feat selected to the character.
*** Updated 5.11.13
Tag Name: GENDERLOCK:x
Variables Used (x): Text (Gender)
What it does:
.MOD
tag, given an existing GENDERLOCK
tag, the data included in a new GENDERLOCK
tag will overwrite the existing tag data.Example:
GENDERLOCK:Female
The characters gender is set to and locked as "Female".
.MOD Example:
Initial Template: Darkling Sorcerer <tab> GENDERLOCK:Female
Modified By: Darkling Sorcerer.MOD <tab> GENDERLOCK:Male
Is Equivalent To: Darkling Sorcerer <tab> GENDERLOCK:Male
The Darkling Sorcerer's gender is set to "Male" and the ability to change it is disabled.
Tag Name: HANDS:x
Variables Used (x): Number (Number of Hands >= 0)
What it does:
.MOD
tag, given an existing HANDS
tag, the data included in a new HANDS
tag will overwrite the existing tag data.Example:
HANDS:4
The creature has four hands.
.MOD Example:
Initial Template: Darkling Sorcerer <tab> HANDS:2
Modified By: Darkling Sorcerer.MOD <tab> HANDS:4
Is Equivalent To: Darkling Sorcerer <tab> HANDS:4
The Darkling Sorcerer's number of hands is set to "4".
*** Updated 5.11.11
Tag Name: HD:x:y:z
Variables Used (x): Calculation (range or minimum natural Hit Dice)
Variables Used (y): ANY valid Template or Global Token which can accept trailing PRE tags can be used
Variables Used (z): Number or Text (Must be valid for the tag used)
What it does:
.MOD
tag, given an existing HD
tag, the data included in a new HD
tag will be included as if it were a separate
tag.Examples:
HD:1-3:DR:5/1
Grants Damage Reduction of 5/+1 if natural hit dice is between one and three.
HD:1+:SR:15
Grants Spell Resistance of 15 if natural hit dice is greater than one.
HD:2-7:CR:2
Grants an increase in Challenge Rating of two if natural hit dice is between two and seven.
HD:15+:SA:Uncanny Dodge
Grants the "Uncanny Dodge" special ability if natural hit dice is grater than fifteen.
HD:10+:FEAT:Alertness
Grants the "Alertness" feat if natural hit dice is greater than ten.
.MOD Example:
Initial Template: Werewolf <tab> HD:1-3:DR:5/1
Modified By: Werewolf.MOD <tab> HD:2-7:CR:2
Is Equivalent To: Werewolf <tab> HD:1-3:DR:5/1 <tab> HD:2-7:CR:2
.
The werewolf gains Damage Reduction of "5/1" if natural hit dice is between one and three, and is granted and increase in Challenge Rating of two if natural hit dice is between two and seven.
*** Updated 5.13.6
Tag Name: HITDIE:x|y
Variables Used (x): Number (Hit Die size)
Variables Used (x): %+Number (Amount added to Hit Die)
Variables Used (x): %-Number (Amount subtracted from Hit Die)
Variables Used (x): %*Number (Amount Hit Die is multiplied by)
Variables Used (x): %/Number (Amount Hit Die is divided by)
Variables Used (x): %upNumber (Amount Hit Die size is stepped up by)
Variables Used (x): %downNumber (Amount Hit Die size is stepped down by)
Variables Used (x): %Hup (Amount Hit Die size is stepped up by)
Variables Used (x): %Hdown (Amount Hit Die size is stepped down by)
Variables Used (y): CLASS=<class name> (Optional, Specific class the HITDIE will be applied to)
Variables Used (y): CLASS.TYPE=<class type name> (Optional, Specific class type the HITDIE will be applied to)
What it does:
MIN
and MAX
parameters in the
DIESIZES
tag.MIN
and MAX
settings and use the full range of die sizes specified by the
DIESIZES
tag.HITDIE
can be qualified with a Class or Class type in which case it will only be applied
to the matching classes..MOD
tag, given an existing HITDIE
tag, the data included in a new HITDIE
tag will overwrite the existing tag data.Example:
HITDIE:12
The character now has a Hit Dice of 12.
HITDIE:%+2
Adds 2 to the current Hit Dice size.
HITDIE:%-4
Subtracts 4 from the current Hit Dice size.
HITDIE:%*3
Multiplies the current Hit Dice size by 3.
HITDIE:%/2
Divides the current Hit Dice size by 2.
HITDIE:%up2
Steps up the Hit Dice size by two steps. If the creature has a Hit Die of d6 it will be stepped up to d10.
HITDIE:%down1
Steps down the Hit Dice size by one step. If the creature has a Hit Die of d6 it will be stepped down to d4.
HITDIE:%up1|CLASS.TYPE=Monster
Steps up the Hit Dice size by one step for any Monster class levels the creature has. If the creature has a Monster class Hit Die of d8 it will be stepped up to d10.
HITDIE:%Hup4
Steps up the Hit Dice size by four steps. If the class has a Hit Die of d6 it will be stepped up to d20.
HITDIE:%Hdown3
Steps down the Hit Dice size by three steps. If the class has a Hit Die of d6 it will be stepped down to d2.
<template name>.MOD <tab> HITDIE:8
The character now has a Hit Die of 8.
.MOD Example:
Initial Template: Darkling Sorcerer <tab> HITDIE:6
Modified By: Darkling Sorcerer.MOD <tab> HITDIE:8
Is Equivalent To: Darkling Sorcerer <tab> HITDIE:8
The Darkling Sorcerer's Hit Die is now "8".
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
The characters gains the "Common" & "Gnome" languages automatically.
Tag Name: LANGBONUS:x,x
Variables Used (x): Text (Language Name)
Variables Used (x): TYPE=Text (Language Type)
Variables Used (x): ALL
Variables Used (x): .CLEAR
What it does:
.MOD
tag, given an existing LANGBONUS
tag, the data included in a new LANFBONUS
tag will be appended to the existing tag data.Example:
LANGBONUS:TYPE=Spoken,Draconic
Add all "Spoken" type languages & "Draconic" to the list of languages that can be taken when creating a character.
.MOD Example:
Initial Template: Space Monkey <tab> LANGBONUS:Simian
Modified By: Space Monkey.MOD <tab> LANGBONUS:Gooey
Is Equivalent To: Space Monkey <tab> LANGBONUS:Simian,Gooey
.
The character is granted the race types "Simian" and "Gooey".
Tag Name: LEGS:x
Variables Used (x): Number (Number of Legs >=0)
What it does:
.MOD
tag, given an existing LEGS
tag, the data included in a new LEGS
tag will overwrite the existing tag data.Examples:
LEGS:4
A horse has four legs.
LEGS:0
Slime and ooze creatures/characters would have no legs!
<template name>.MOD <tab> LEGS:8
The creature has eight legs.
.MOD Example:
Initial Template: Odin's Blessing <tab> LEGS:8
Modified By: Odin's Blessing.MOD <tab> LEGS:6
Is Equivalent To: Odin's Blessing <tab> LEGS:6
The recipient of this template now has "6" legs.
*** Updated 5.11.11
Tag Name: LEVEL:x:y:z
Variables Used (x): Number (Level at which the benefit is granted)
Variables Used (y): ANY valid Template or Global Token which can accept trailing PRE tags can be used
Variables Used (z): Number or Text (Must be valid for the tag used)
What it does:
ABILITY
- AbilityCR
- Challenge RatingDR
- Damage ReductionFEAT
- FeatMOVE
- MoveSAB
- Special AbilitySR
- Spell Resistance.MOD
tag, given an existing LEVEL
tag, the data included in a new LEVEL
tag will be included as if it were a separate
tag.Examples:
LEVEL:1:DR:5/+1
Grants Damage Reduction of 5/+1 at Level 1.
LEVEL:2:SR:15
Grants Spell Resistance of 15 at Level 2.
LEVEL:3:CR:2
Grants an increase in Challenge Rating of two at Level 3.
LEVEL:3:MOVE:Burrow,20
Grants an a burrowing rate of 20 at Level 3.
LEVEL:4:SAB:Uncanny Dodge
Grants the "Uncanny Dodge" special ability at Level 4.
LEVEL:5:FEAT:Alertness
Grants the "Alertness" feat at Level 5.
LEVEL:6:FEAT:TYPE.Fighter
Produces a popup menu at Level 6 from which a PC can choose a fighter feat.
LEVEL:6:ABILITY:FEAT|AUTOMATIC|Empower Spell
Grants the "Empower Spell" feat as an automatic feat at Level 6.
.MOD Example:
Initial Template: Werewolf <tab> LEVEL:1:DR:5/1
Modified By: Werewolf.MOD <tab> LEVEL:2-7:CR:2
Is Equivalent To: Werewolf <tab> HD:1:DR:5/1 <tab> HD:2:CR:2
.
The werewolf gains Damage Reduction of "5/1" at Level 1 and is granted an increase in Challenge Rating of two at Level 2.
*** Updated 5.4
Tag Name: LEVELADJUSTMENT:x
Variables Used (x): Number or Formula (Level Adjustment)
What it does:
.MOD
tag, given an existing LEVELADJUSTMENT
tag, the data included in a new LEVELADJUSTMENT
tag will overwrite the existing tag data.Example:
LEVELADJUSTMENT:1
Effective Character Level is raised by one.
<template name>.MOD <tab> LEVELADJUSTMENT:3
The character's ECL is raised by three.
.MOD Example:
Initial Template: Darkling <tab> LEVELADJUSTMENT:2
Modified By: Darkling.MOD <tab> LEVELADJUSTMENT:4
Is Equivalent To: Darkling <tab> LEVELADJUSTMENT:4
The Darkling's Effective Character Level (ECL) is raised by "4".
Tag Name: NONPP:x
Variables Used (x): Number (Non proficiency penalty <= 0)
What it does:
.MOD
tag, given an existing NONPP
tag, the data included in a new NONPP
tag will overwrite the existing tag data.Example:
NONPP:-2
The non proficiency penalty is minus two.
<template name>.MOD <tab> NONPP:-1
The non-proficiency penalty is minus one.
*** New 5.9.4
Tag Name: RACESUBTYPE:x|x
Variables Used (x): Text (Creature Subtype)
Variables Used (x): .REMOVE.Text (Removes Creature Subtypes)
What it does:
.MOD
tag, given an existing RACESUBTYPE
tag, the data included in a new RACESUBTYPE
tag will be appended to the existing tag data.Example:
RACESUBTYPE:Lawful|Air
Adds the "Lawful" and "Air" subtypes.
RACESUBTYPE:.REMOVE.Evil
Removes the "Evil" subtype.
RACESUBTYPE:.REMOVE.Extraplanar|Native
Removes the "Extraplanar" subtype and adds "Native" subtype.
.MOD Example:
Initial Template: Ooze Monkey <tab> RACESUBTYPE:Simian
Modified By: Ooze Monkey.MOD <tab> RACESUBTYPE:Gooey
Is Equivalent To: Ooze Monkey <tab> RACESUBTYPE:Simian|Gooey
.
The character is granted the race types "Simian" and "Gooey".
*** New 5.9.4
Tag Name: RACETYPE:x
Variables Used (x): Text (Creature Type)
What it does:
.MOD
tag, given an existing RACETYPE
tag, the data included in a new RACETYPE
tag will overwrite the existing tag data.Example:
RACETYPE:Undead
The Creature is now of the "Undead" type.
<template name>.MOD <tab> RACETYPE:Outsider
The creature is now of the "Outsider" type.
Tag Name: REACH:x
Variables Used (x): Number (Reach in Feet >= 0)
What it does:
.MOD
tag, given an existing REACH
tag, the data included in a new REACH
tag will overwrite the existing tag data.Example:
REACH:10
The creature has a reach of ten (10) feet.
<template name>.MOD <tab> REACH:20
The creature has a reach of twenty feet.
Tag Name: REGION:x
Variables Used (x): Text (Region name)
Variables Used (x): YES (Not case sensitive)
What it does:
.MOD
tag, given an existing REGION
tag, the data included in a new REGION
tag will overwrite the existing tag data.Example:
REGION:Timbuktu
Character is from "Timbuktu".
<template name>.MOD <tab> REGION:Saskatewan
The character is from "Saskatewan".
Tag Name: REMOVABLE:x
Variables Used (x): Boolean (YES or NO)
What it does:
.MOD
tag, given an existing REMOVABLE
tag, the data included in a new REMOVABLE
tag will overwrite the existing tag data.Example:
REMOVABLE:NO
The template may not be removed if taken.
<template name>.MOD <tab> REMOVABLE:YES
The template may be removed after being taken.
Default Value:
YES
*** Updated 5.11.13
Tag Name: REPEATLEVEL:v|w|x:y:z
Variables Used (v): Number (Levels per interval)
Variables Used (w): Number (Number of intervals before skipping one interval, use 0 for no skip)
Variables Used (x): Number (Maximum level)
Variables Used (y): Number (Minimum level)
Variables Used (z): Text (Tag to be repeated)
What it does:
SR
, SAB
, DR
,
CR
, and FEAT
, each with its own suntax and parameter requirements..MOD
tag, given an existing REPEATLEVEL
tag, the data included in a new REPEATLEVEL
tag will be included as if it were a separate
tag.Example:
<Template Name> <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)
Would add "ABonusFeat" at levels 5, 10, 15, and 20.
<Template Name> <tab> REPEATLEVEL:1|0|20:1:FEAT(ABonusFeat)
Would add "ABonusFeat" at levels 1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15, 17, 18, and 19.
<Template Name> <tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)
Would add "ABonusFeat" at levels 2, 4, 6, 8,... up to level 20.
Drow Male <tab> REPEATLEVEL:1|0|10:1:FEAT(AWizardFeat) <tab> PRERACE:Elf (Drow) <tab> SUBRACE:Male <tab> GENDERLOCK:Male
Would add "AWizardFeat" at levels 1, 2, 3, 5, 6, 7, 9, and 10.
.MOD Example:
Initial Template: Advanced Werewolf <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)
Modified By: Advanced Werewolf.MOD <tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)
Is Equivalent To: Advanced Werewolf <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)
.
<tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)
The Advanced Werewolf gains a bonus feat at levels 2, 4, 5, 6, 8, 12, 14, 15, 16, and 18, and gains two bonus feats at levels 10 and 20.
*** Updated 5.11.13
Tag Name: SIZE:x
Variables Used (x): Text (F,D,T,S,M,L,H,G,C)
Variables Used (x): Number or Formula (Numeric value of the size value)
What it does:
.MOD
tag, given an existing SIZE
tag, the data included in a new SIZE
tag will overwrite the existing tag data.Example:
SIZE:M
Character is "Medium" size.
SIZE:max(AnimalSize,SIZE)
Sets the character's size to the maximum of the variable "AnimalSize" and current size.
<template name>.MOD <tab> SIZE:L
The creature is "Large".
Tag Name: SUBRACE:x
Variables Used (x): Text (Subrace Name)
Variables Used (x): YES
What it does:
SUBRACE
should only be used once in a template line..MOD
tag, given an existing SUBRACE
tag, the data included in a new SUBRACE
tag will overwrite the existing tag data.Example:
SUBRACE:Monkey Ooze
The character is part of the "Monkey Ooze" sub race.
.MOD Example:
Initial Template: Ooze Monkey <tab> SUBRACE:Monkey Ooze
Modified By: Ooze Monkey.MOD <tab> SUBRACE:Tropical
Is Equivalent To: Ooze Monkey <tab> SUBRACE:Monkey Ooze|Tropical
.
The Ooze Monkey is granted both the "Monkey Ooze" and "Tropical" sub-races.
Tag Name: SUBREGION:x
Variables Used (x): Text (Sub-Region Name)
Variables Used (x): YES
What it does:
.MOD
tag, given an existing SUBREGION
tag, the data included in a new SUBREGION
tag will overwrite the existing tag data.Example:
SUBREGION:South Side
The character is from the "South Side" subregion.
.MOD Example:
Initial Template: South Philly <tab> SUBREGION:South Side
Modified By: South Philly.MOD <tab> SUBREGION:Philadelphia
Is Equivalent To: South Philly <tab> SUBREGION:South Side|Philadelphia
.
The character is designated as being from the "South Side" of "Philadelphia".
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Template Name)
What it does:
This is a pipe-delimited (|) list of templates that are granted to the character.
Example:
TEMPLATE:Incorporeal|Undead|Celestial
The character is given the "Incorporeal", "Undead" & "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
Template object that containes multiple TEMPLATE:CHOOSE
tags, all instances
of the TEMPLATE:CHOOSE
tag will be modified.Example:
TEMPLATE:ADDCHOICE:Demihuman|Beast
The character has "Demihuman" and "Beast" added to the choice list.
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 os to include no more that one in each LST object.Example:
TEMPLATE:CHOOSE:Celestial|Outsider
The character is given the choice between "Celestial" or "Outsider".
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 Template name in PCGen and on export to a character sheetNO
- Hides the Template name in PCGen and on export to a character sheet.DISPLAY
- Displays the Template name in PCGen but not on the character sheet.EXPORT
- Hides the Template 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 Template name in PCGen and on export to a character sheet.
<template name>.MOD <tab> VISIBLE:NOL
The template will not be visible either in the GUI or on the character sheet..
*** Updated 5.7.12
Tag Name: WEAPONBONUS:x|x
Variables Used (x): Text (Weapon Name)
Variables Used (x): TYPE.Text (Weapon Type)
What it does:
.MOD
tag, given an existing WEAPONBONUS
tag, the data included in a new WEAPONBONUS
tag will be appended to the existing tag data.Example:
WEAPONBONUS:Rapier|Longbow
The race receives bonus proficiency in "Rapier" or "Longbow".
WEAPONBONUS:TYPE.Simple
The race receives bonus proficiency in any one Simple weapon.
.MOD Example:
Initial Template: Grunt <tab> WEAPONBONUS:TYPE.Simple
Modified By: Grunt.MOD <tab> WEAPONBONUS:TYPE.Martial
Is Equivalent To: Grunt <tab> WEAPONBONUS:TYPE.Simple|TYPE.Martial
.
The Grunt may choose between Simple and Martial weapons for a singls bonus weapon proficiency.