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:
.CLEAR
tag, read the .CLEAR docs.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:
ARMORTYPE=
sub-tag you may use a period-delimted (.) list
of armor types. This will grant the character proficiency with armor that meet all of the
listed armor types.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:
SHIELDTYPE=
sub-tag you may use a period-delimted (.) list
of shield types. This will grant the character proficiency with shields that meet all of the
listed shield types.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:
TYPE=Text
or TYPE,Text
sub-tag you may
use a period-delimted (.) list of weapon types. This will grant the character proficiency
with weapons that meet all of the listed weapon types.DEITYWEAPONS
sub-tag, all of the deities favored weapons, except
for natural weapons, are added. If the deity specifies "ALL" or "ANY" for
its favored weapon, no weapons will be added.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:
.CLEAR
will clear all DESC tags..CLEAR.(regular expression match)
will clear specific instances.%CHOICE
- Will replace the first associated choice in the object.%FEAT
- Will substitute the descriptions of feats within the object that match the associated preqrequisites.%LIST
- Will substitute all choices comma separated into that parameter.%NAME
- The name of the object this DESC tag is in.DESC:.CLEAR.[A-Za-z]
.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.
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:
BONUS:WEAPONPROF=Dagger|DAMAGE,TOHIT|2
to add 2 to the attack and damage rolls.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:
[NAME]
tag, when used, will be replaced by the parenthetical text in the object's name.[NAME]
tag is used where there is no parenthetical text the object name itself is output.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:
ALL
is used for (x), all indicated feats are removed without prompting.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:
DEFINE
tag.)SAB:.CLEAR
can be used in conjunction with the .MOD
but does not support
cross-level interactions.SAB:.CLEAR
will only clear a previous SAB
in the same object (class, template,
etc.). It will not clear them across objects.SAB:.CLEAR.Text
must include the exact text of the Special Ability to be removed but
only the exact text up to the first open-parentheses. The CLEAR
and Replace tags should
be at the end of the line, so the new and old tags are not.%CHOICE
tags to display the result of a CHOOSE result.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:
CHOOSE
tag that does not
already have an integrated number for "choices" to be made.CHOOSE:NOCHOICE
.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:
SOURCExxx
tags, or on
individual object lines.SOURCELONG
tag will be used by all objects
which follow it.SOURCELONG
tag on lines which preceeded it.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:
SOURCExxx
tags, or on
individual object lines.SOURCESHORT
tag will be used by all objects
which follow it.SOURCESHORT
tag on lines which preceeded it.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:
SOURCExxx
tags, or on
individual object lines.SOURCEWEB
tag will be used by all objects
which follow it.SOURCEWEB
tag on lines which preceeded it.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:
TIMES
is an optional parameter and if not present will default to 1.TIMEUNIT
can be any unit of time, e.g. Day, Week, Month, Encounter, etc., but is
optional and if not present will default to "Day".CASTERLEVEL
is an optional parameter and if not present will default to 1.TIMES
and CASTERLEVEL
tag used within a SPELLS
tag.SPELLS
tag.
SPELLS
tag requires multiple PRExxx tags they are pipe-delimited ("|").SPELLS
tag is not associated with any one class the variable "CL" will not work in it.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.
*** 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:
.MOD
is appended to the end of the first tag on an object line as follows:
<object name>.MOD
for dieties, domains, equipment (including weapons,
armor, and shields), eqmods, feats, languages, race, skill, spell, and templates.CLASS:<class name>.MOD
for classes.CATEGORY=<category name>|<ability name or key>.MOD
for abilities..MOD
the name of an object you need to include the NAME:
tag..MOD
tag are added to the list of tags already in the object.HD
for classes or COST
in equipment, the new
tag will replace the tag in the original entry.BONUS
statements, then the new tag will
be added to the other tags in the object.BONUS
, you must duplicate the
original BONUS
with the number or formula used for the numerical bonus multiplied by
"-1".COPY
, MOD
, then FORGET
, but the
order of operation is also controlled by the RANK
tag in the PCC file.
1.MOD
1.FORGET
2.COPY
2.Blank
2.MOD
3.MOD
2.Blank
2.COPY
1.MOD
2.MOD
3.MOD
1.FORGET
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
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.
*** 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:
CATEGORY=<category>
,
and its name, or "key".CLASS:
tag..COPY
line modify the new object in the same way the .MOD
tag modifies objects..COPY
tag are added to the list of tags already in the object.HD
for classes or COST
in equipment, the new
tag will replace the tag in the original entry.BONUS
statements, then the new tag will
be added to the other tags in the object.COPY
, MOD
, then FORGET
, but the
order of operation is also controlled by the RANK
tag in the PCC file.
1.MOD
1.FORGET
2.COPY
2.Blank
2.MOD
3.MOD
2.Blank
2.COPY
1.MOD
2.MOD
3.MOD
1.FORGET
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.
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:
.MOD
and .COPY
tags and
may not be used for "Run-Time" changes.TYPE
, or tags that can be used multiple
times can be eliminated..CLEAR
syntax has not yet been standardized as many of the other tags have been
and there are at least 2 variations on how it can be used.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:
MULT:NO
- makes it a single feat, choice not supported.CHOOSE:NOCHOICE
- no popup, but selectable multiple times.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
*** 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:
CATEGORY=<category>
,
and its name, or "key".CLASS:
tag.COPY
, MOD
, then FORGET
, but the
order of operation is also controlled by the RANK
tag in the PCC file.
1.MOD
1.FORGET
2.COPY
2.Blank
2.MOD
3.MOD
2.Blank
2.COPY
1.MOD
2.MOD
3.MOD
1.FORGET
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.
Tag Name: <tagname>:%
Variables Used: <tagname>
Examples:
PRERACE:%
Match any race in a race.lst file
Level %
Any Level
Knowledge%
Any Knowledge skills