Ability, Feat & Skill Related Output Sheet Tokens

This section describes the tokens used to display information about Abilities, Feats and Skills on PCGen's output sheets.


*** Updated 5.15.2

Token Name: ABILITY.u.v.w.x.y.z

Variables Used (u): Text (Ability Category)

Variables Used (v): Text (Visibility, Optional)

Variables Used (w): Text (Ability Type, Optional)

Variables Used (x): Number (Ability's Position)

Variables Used (y): TYPE=Text (Ability Type. Optional)

Variables Used (z): Text (Ability Property. Optional)

What it does:

Examples:

ABILITY.FEAT.0

Displays the name of the 1st chosen feat.

ABILITY.Fighter.0.DESC

Displays the description of the 1st chosen fighter ability.

ABILITY.FEAT.3.TYPE=General

Displays the name of the 4th chosen general feat.

ABILITY.Echidna.3.TYPE=General.TYPE

Displays the type of the 4th chosen "Echidna" category ability with a type of general.

ABILITY.FEAT.HIDDEN.0

Displays the name of the 1st chosen hidden feat.

ABILITY.Power.0.ASPECT

Displays the list of "aspects" for the 1st chosen "Power" category ability.

ABILITY.Power.0.ASPECT.0

Displays the name and value of the 1st aspect for the 1st chosen "Power" category ability.

ABILITY.Power.0.ASPECT.Attack Type

Displays the value of the "Attack Type" aspect for the 1st chosen "Power" category ability.

ABILITY.Power.0.ASPECTCOUNT

Returns the number of aspects associated with the 1st chosen "Power" category ability.

ABILITY.Power.0.HASASPECT.Miss

Returns a boolean result of "Y" if the 1st chosen "Power" category ability has an aspect named "Miss". Otherwise it returns an "N".


*** Updated 5.15.2

Token Name: ABILITYALL.v.w.x.y.z

Variables Used (u): Text (Ability Category)

Variables Used (v): Text (Visibility, Optional)

Variables Used (w): Text (Ability Type, Optional)

Variables Used (x): Number (Ability's Position)

Variables Used (y): TYPE=Text (Ability Type. Optional)

Variables Used (z): Text (Ability Property. Optional)

What it does:

Examples:

ABILITYALL.FEAT.0

Displays the first feat name.

ABILITYALL.Fighter.0.DESC

Displays the description of the first category "Fighter" ability.

ABILITYALL.Wizard.1.TYPE=Metamagic

Displays the 2nd category "Wizard" ability description of type "Metamagic".

ABILITYALL.Fighter.2.!TYPE=General.DESC

Displays the 3rd category "Fighter" ability description of type "General".

ABILITYALL.Starting.3.TYPE=Occupation.TYPE

Displays the type of the 4th category "Starting" ability of type "Occupation".

ABILITYALL.Special Ability.HIDDEN.1.TYPE=Special

Displays the 2nd category "Special Ability" hidden ability name of type "Special".

ABILITYALL.Power.0.ASPECT

Displays the list of "aspects" for the 1st "Power" category ability.

ABILITYALL.Power.0.ASPECT.0

Displays the name and value of the 1st aspect for the 1st "Power" category ability.

ABILITYALL.Power.0.ASPECT.Attack Type

Displays the value of the "Attack Type" aspect for the 1st "Power" category ability.

ABILITYALL.Power.0.ASPECTCOUNT

Returns the number of aspects associated with the 1st "Power" category ability.

ABILITYALL.Power.0.HASASPECT.Miss

Returns a boolean result of "Y" if the 1st "Power" category ability has an aspect named "Miss". Otherwise it returns an "N".


Token Name: ABILITYALLLIST.x.y

Variables Used (x): Text (Category of ability to be listed).

Variables Used (y): Text (Property).

What it does:

Examples:

ABILITYALLLIST.FEAT

Displays all of the character's feats (comma delimited).

ABILITYALLLIST.FEAT.TYPE=Fighter

Displays all of the character's fighter feats (comma delimited).

ABILITYALLLIST.WIZARD.!TYPE=Metamagic.!TYPE=ItemCreation

Displays all of the character's wizard abilities except metamagic and item creation type abilities (comma delimited).


*** Updated 5.15.2

Token Name: ABILITYAUTO.u.v.w.x.y.z

Variables Used (u): Text (Ability Category)

Variables Used (v): Text (Visibility, Optional)

Variables Used (w): Text (Ability Type, Optional)

Variables Used (x): Number (Ability's Position)

Variables Used (y): TYPE=Text (Ability Type. Optional)

Variables Used (z): Text (Ability Property. Optional)

What it does:

Examples:

ABILITYAUTO.FEAT.0

Displays the name of the 1st automatic feat.

ABILITYAUTO.Rogue.0.DESC

Displays the description of the 1st automatic rogue ability.

ABILITYAUTO.Rogue.1.TYPE=General

Displays the name of the 2nd automatic rogue ability if it is a general type ability.

ABILITYAUTO.Racial.1.TYPE=General.TYPE

Displays the type of the 2nd automatic racial ability if it is a general type ability.

ABILITYAUTO.Power.0.ASPECT

Displays the list of "aspects" for the 1st automatic "Power" category ability.

ABILITYAUTO.Power.0.ASPECT.0

Displays the name and value of the 1st aspect for the 1st automatic "Power" category ability.

ABILITYAUTO.Power.0.ASPECT.Attack Type

Displays the value of the "Attack Type" aspect for the 1st automatic "Power" category ability.

ABILITYAUTO.Power.0.ASPECTCOUNT

Returns the number of aspects associated with the 1st automatic "Power" category ability.

ABILITYAUTO.Power.0.HASASPECT.Miss

Returns a boolean result of "Y" if the 1st automatic "Power" category ability has an aspect named "Miss". Otherwise it returns an "N".


Token Name: ABILITYAUTOLIST.x.y

Variables Used (x): Text (Category of ability to be listed).

Variables Used (y): Text (Any Ability Type - default is ALL).

What it does:

Examples:

ABILITYAUTOLIST.RACIAL

Displays all of the character's automatic racial abilities (comma delimited).

ABILITYAUTOLIST.RACIAL.!TYPE=General

Displays all of the character's automatic racial abilities except general type abilities (comma delimited).


Token Name: ABILITYLIST.x.y

Variables Used (x): Text (Category of ability to be listed).

Variables Used (y): Text (Any Ability Type - default is ALL).

What it does:

Examples:

ABILITYLIST.ROGUE

Displays all of the character's chosen rogue abilities (comma delimited).

ABILITYLIST.WIZARD.TYPE=ItemCreation

Displays all of the character's chosen item creation type wizard abilities (comma delimited).


*** Updated 5.15.2

Token Name: FEAT.v.w.x.y.z

Variables Used (v): Text (Visibility, Optional)

Variables Used (w): Text (Feat Type, Optional)

Variables Used (x): Number (Feat Position)

Variables Used (y): TYPE=Text (Feat Type. Optional)

Variables Used (z): Text (Feat Property. Optional)

What it does:

Examples:

FEAT.0

Displays the name of the 1st chosen feat.

FEAT.0.DESC

Displays the description of the 1st chosen feat.

FEAT.3.TYPE=General

Displays the name of the 4th chosen feat if it is a general type feat.

FEAT.3.TYPE=General.TYPE

Displays the type of the 4th chosen feat if it is a general type feat.

FEAT.0.ASPECT

Displays the list of "aspects" for the 1st chosen feat.

FEAT.0.ASPECT.0

Displays the name and value of the 1st aspect for the 1st chosen feat.

FEAT.0.ASPECT.Attack Type

Displays the value of the "Attack Type" aspect for the 1st chosen feat.

FEAT.0.ASPECTCOUNT

Returns the number of aspects associated with the 1st chosen feat.

FEAT.0.HASASPECT.Miss

Returns a boolean result of "Y" if the 1st chosen feat has an aspect named "Miss". Otherwise it returns an "N".


*** Updated 5.15.2

Token Name: FEATALL.v.w.x.y.z

Variables Used (v): Text (Visibility, Optional)

Variables Used (w): Text (Feat Type, Optional)

Variables Used (x): Number (Feat Position)

Variables Used (y): TYPE=Text (Feat Type. Optional)

Variables Used (z): Text (Feat Property. Optional)

What it does:

Examples:

FEATALL.0

Displays the first feat name.

FEATALL.0.DESC

Displays the description of the first feat.

FEATALL.1.TYPE=Metamagic

Displays the 2nd feat name if it is a metamagic feat.

FEATALL.2.!TYPE=General.DESC

Displays the feat description of the 3rd non-general feat.

FEATALL.3.TYPE=Occupation.TYPE

Displays the type of the 4th feat if it is an Occupation feat.

FEATALL.0.ASPECT

Displays the list of "aspects" for the 1st feat.

FEATALL.0.ASPECT.0

Displays the name and value of the 1st aspect for the 1st feat.

FEATALL.0.ASPECT.Attack Type

Displays the value of the "Attack Type" aspect for the 1st feat.

FEATALL.0.ASPECTCOUNT

Returns the number of aspects associated with the 1st feat.

FEATALL.0.HASASPECT.Miss

Returns a boolean result of "Y" if the 1st feat has an aspect named "Miss". Otherwise it returns an "N".


Token Name: FEATALLLIST.x

Variables Used (x): Text (Property).

What it does:

Examples:

FEATALLLIST

Displays all of the character's feats (comma delimited).

FEATALLLIST.TYPE=Fighter

Displays all of the character's fighter feats (comma delimited).

FEATALLLIST.!TYPE=Metamagic.!TYPE=ItemCreation

Displays all of the character's feats except metamagic and item creation type feats (comma delimited).


*** Updated 5.15.2

Token Name: FEATAUTO.v.w.x.y.z

Variables Used (v): Text (Visibility, Optional)

Variables Used (w): Text (Feat Type, Optional)

Variables Used (x): Number (Feat Position)

Variables Used (y): TYPE=Text (Feat Type. Optional)

Variables Used (z): Text (Feat Property. Optional)

What it does:

Examples:

FEATAUTO.0

Displays the name of the 1st automatic feat.

FEATAUTO.0.DESC

Displays the description of the 1st automatic feat.

FEATAUTO.1.TYPE=General

Displays the name of the 2nd general type automatic feat.

FEATAUTO.1.!TYPE=General.TYPE

Displays the type of the 2nd non-general type automatic feat.

FEATAUTO.0.ASPECT

Displays the list of "aspects" for the 1st automatic feat.

FEATAUTO.0.ASPECT.0

Displays the name and value of the 1st aspect for the 1st automatic feat.

FEATAUTO.0.ASPECT.Attack Type

Displays the value of the "Attack Type" aspect for the 1st automatic feat.

FEATAUTO.0.ASPECTCOUNT

Returns the number of aspects associated with the 1st automatic feat.

FEATAUTO.0.HASASPECT.Miss

Returns a boolean result of "Y" if the 1st automatic feat has an aspect named "Miss". Otherwise it returns an "N".


Token Name: FEATAUTOLIST.x

Variables Used (x): Text (Any Feat Type - default is ALL).

What it does:

Examples:

FEATAUTOLIST

Displays all of the character's automatic feats (comma delimited).

FEATAUTOLIST.!TYPE=General

Displays all of the character's automatic feats except general type feats (comma delimited).


Token Name: FEATLIST.x

Variables Used (x): Text (Any Feat Type - default is ALL).

What it does:

Examples:

FEATLIST

Displays all of the character's chosen feats (comma delimited).

FEATLIST.TYPE=ItemCreation

Displays all of the character's chosen item creation type feats (comma delimited).


Token Name: FEATPOINTS

What it does:

Displays all the character's remaining un-spent feat points.

Examples:

FEATPOINTS

Displays all the character's remaining un-spent feat points.


Token Name: MAXCCSKILLLEVEL

What it does:

Displays the maximum Cross Class Skill level.

Examples:

MAXCCSKILLLEVEL

Displays the maximum Cross Class Skill level.


Token Name: MAXSKILLLEVEL

What it does:

Displays the maximum Class Skill Level.

Examples:

MAXSKILLLEVEL

Displays the maximum Class Skill Level.


*** Updated 5.7.3

Token Name: SKILL.x.y

Variables Used (x): Text (Skill Name).

Variables Used (x): Number (Skill Position)

Variables Used (y): Text (Skill Property. See below).

What it does:

Examples:

SKILL.Alchemy.TOTAL

Would display the total bonus on your Alchemy skill check.

SKILL.Jump.EXPLAIN_LONG

Displays the make-up of the misc modifier in the Jump skill.
Example: +2[skill TUMBLE gteq 5|TYPE=SYNERGY.STACK] -6.0[|TYPE=SPEED.STACK] +4.0[OTHER]

SKILL.2.RANK

Displays the number of ranks in the 3rd skill.

SKILL.1.MISC

Displays the bonus for the 2nd skill not from the key ability score or ranks (e.g. A synergy bonus).

SKILL.0.ABILITY

Displays the key ability name for the 1st skill.

SKILL.2.EXPLAIN

Displays the make-up of the misc modifier in the 3rd skill.
Example: +2[TUMBLE] -6.0[SPEED.STACK] +4.0[OTHER]


Token Name: SKILLLEVEL.x.TOTAL

What it does:

Displays skill points gained at level x.

Examples:

SKILLLEVEL.1.TOTAL

Displays skill points gained at level 1.


Token Name: SKILLLISTMODS

What it does:

Displays a list of all skills with a non-zero adjustment.

Examples:

SKILLLISTMODS

Displays a list of all skills with a non-zero adjustment.


Token Name: SKILLPOINTS.x.y

Variables Used (x): Text (Property).

Variables Used (y): (Optional) Number (The classes position in the character's complete class list - 0-based index)

What it does:

Displays skill point information for either a single class or the character.

Examples:

SKILLPOINTS.TOTAL

Displays the total skill points the character has.

SKILLPOINTS.TOTAL.0

Displays the total skill points the character received for its first class.


Token Name: SKILLSUBSET.x.y.z

Variables Used (x): Number (The skills position in the character's complete skill list - 0-based index).

Variables Used (y): Text (Subname - Anything that matches the start of a skill name).

Variables Used (z): Text (Property).

What it does:

Displays the value of the Skill at position x in a subset of character's skill list.? The subset is generated by comparing subname to the beginning of the skill name, if they match (case insensitive) the skill is in the subset.

Examples:

SKILLSUBSET.2.KNOWLEDGE.RANK

Displays the number of skill ranks of the 3rd knowledge skill in the character's skill list.

SKILLSUBSET.2.KNOWLEDGE.MISC

Displays the miscelaneous bonus for the 3rd skill in the character's skill list. The micselaneous bonus does not include the bonus from the key ability score or skill ranks.


Token Name: SKILLTYPE.x.y.z

Variables Used (x): Number (The skill position in the character's complete skill list - 0-based index).

Variables Used (y): Text (Subtype - Anything that occurs in the TYPE tag in a lst file).

Variables Used (z): Text (Property).

What it does:

Displays the value of the Skill at position x in a subset of character's skill list.? The subset is generated by comparing subtype to the Type of the skill (as defined by the TYPE tag in the Skill.lst file), if the type contains (case insensitive) the subtype the skill is in the subset.

Examples:

SKILLTYPE.0.DEX.NAME

Displays the name of skill of the 1st skill in the character's skill list.

SKILLTYPE.1.DEX.TOTAL

Displays the total numbrer of skills from the key ability score or ranks.


Token Name: TEMPLATE.x.y

Variables Used (x): Number (The templates position in the character's complete template list - 0-based index).

Variables Used (y): Text (Property).

What it does:

Displays information about the templates applied to the character.

Examples:

TEMPLATE0.NAME

Displays the name of the 1st template in the characters list of templates.

TEMPLATE0.STRMOD

Displays the Strength Modifiaction granted by the 1st template in the characters list of templates.


Token Name: TEMPLATELIST

What it does:

Displays your templates in a comma delimited list.

Examples:

TEMPLATELIST

Displays your templates in a comma delimited list.


*** Updated 5.15.2

Token Name: VABILITY.u.v.w.x.y.z

Variables Used (u): Text (Ability Category)

Variables Used (v): Text (Visibility, Optional)

Variables Used (w): Text (Ability Type, Optional)

Variables Used (x): Number (Ability's Position)

Variables Used (y): TYPE=Text (Ability Type. Optional)

Variables Used (z): Text (Ability Property. Optional)

What it does:

Examples:

VABILITY.Fighter.0

Displays the name of the 1st virtual ability in the character's fighter ability list.

VABILITY.Fighter.0.DESC

Displays the description of the 1st virtual ability in the character's fighter ability list.

VABILITY.FEAT.2.TYPE=Fighter

Displays the name of the 3rd virtual ability in the character's fighter feat list.

VABILITY.FEAT.2.!TYPE=Fighter.TYPE

Displays the type of the 3rd virtual ability in the character's list of non-fighter feats.

VABILITY.Power.0.ASPECT

Displays the list of "aspects" for the 1st virtual "Power" category ability.

VABILITY.Power.0.ASPECT.0

Displays the name and value of the 1st aspect for the 1st virtual "Power" category ability.

VABILITY.Power.0.ASPECT.Attack Type

Displays the value of the "Attack Type" aspect for the 1st virtual "Power" category ability.

ABILITY.Power.0.ASPECTCOUNT

Returns the number of aspects associated with the 1st virtual "Power" category ability.

ABILITY.Power.0.HASASPECT.Miss

Returns a boolean result of "Y" if the 1st virtual "Power" category ability has an aspect named "Miss". Otherwise it returns an "N".


Token Name: VABILITYLIST.x.y

Variables Used (x): Text (Category of ability to be listed).

Variables Used (y): Text (Any Ability Type - default is ALL).

What it does:

Examples:

VABILITYLIST.RACIAL

Displays all of the character's virtual racial abilities (comma delimited).

VABILITYLIST.FEAT.TYPE=Fighter

Displays all of the character's virtual feats that are fighter type abilities (comma delimited).


*** Updated 5.15.2

Token Name: VFEAT.v.w.x.y.z

Variables Used (v): Text (Visibility, Optional)

Variables Used (w): Text (Feat Type, Optional)

Variables Used (x): Number (Feat Position)

Variables Used (y): TYPE=Text (Feat Type. Optional)

Variables Used (z): Text (Feat Property. Optional)

What it does:

Examples:

VFEAT.0

Displays the name of the 1st feat in the character's virtual feat list.

VFEAT.0.DESC

Displays the description of the 1st feat in the character's virtual feat list.

VFEAT.2.TYPE=Fighter

Displays the name of the 3rd fighter feat in the character's virtual feat list.

VFEAT.2.!TYPE=Fighter.TYPE

Displays the type of the 3rd non-fighter feat in the character's virtual feat list.

VFEAT.0.ASPECT

Displays the list of "aspects" for the 1st virtual feat.

VFEAT.0.ASPECT.0

Displays the name and value of the 1st aspect for the 1st virtual feat.

VFEAT.0.ASPECT.Attack Type

Displays the value of the "Attack Type" aspect for the 1st virtual feat.

VFEAT.0.ASPECTCOUNT

Returns the number of aspects associated with the 1st virtual feat.

VFEAT.0.HASASPECT.Miss

Returns a boolean result of "Y" if the 1st virtual feat has an aspect named "Miss". Otherwise it returns an "N".


Token Name: VFEATLIST.x

Variables Used (x): Text (Any Feat Type - default is ALL).

What it does:

Examples:

VFEATLIST

Displays all of the character's virtual feats (comma delimited).

VFEATLIST.TYPE=Fighter

Displays all of the character's virtual feats that are fighter type feats (comma delimited).


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