# Pages in Skills Tag

## ACHECK (Data: skills.lst)

Status None Syntax ACHECK:x Parameters x: DOUBLE x: NO x: NONPROF x: PROFICIENT x: WEIGHT x: YES What it does This tells PCGen whether any penalties from equipped armor are applied. NO - Armor check penalty does not apply (Default). YES - Armor check penalty applies to this skill. PROFICIENT - Armor check penalty applies if the character is not proficient in it. DOUBLE - Armor check penalty of double normal applies to this skill.

## CLASSES (Data: skills.lst)

Status None Syntax CLASSES:x Parameters x: Text (Class Name) x: ALL *** New 5.3.3 What it does Makes the given skill a class skill for the listed classes. .MOD Behavior: When modifying a skill with the .MOD tag, given an existing CLASSES tag, the data included in a new CLASSES tag will be appended to the existing tag data. Example CLASSES:Cleric|Paladin The listed skill is class skill for “Cleric” or “Paladin” characters.

## EXCLUSIVE (Data: skills.lst)

Status None Syntax EXCLUSIVE:x Parameters x: Boolean (YES or NO) What it does This tells PCGen whether a skill is an exclusive skill or not. If this is set to YES then ONLY classes that have this listed as a class skill can take it. The Default is NO. .MOD Behavior: When modifying a skill with the .MOD tag, given an existing EXCLUSIVE tag, the data included in a new EXCLUSIVE tag will overwrite the existing tag data.

## KEYSTAT (Data: skills.lst)

Status None Syntax KEYSTAT:x Parameters x: Text (Abbreviated name of stat from statsandchecks.lst) What it does This is to set what stat (as defined by the Game Mode List File) the skill draws bonuses from. If the tag is not included no Stat bonus will be applied. .MOD Behavior: When modifying a skill with the .MOD tag, given an existing KEYSTAT tag, the data included in a new KEYSTAT tag will overwrite the existing tag data.

## SITUATION (Data: skills.lst)

Status New 6.03.0 Syntax SITUATION:x|x Parameters x: Text (Skill situation) What it does This is used to set situational skills. .MOD Behavior: When modifying a skill with the .MOD tag, given an existing SITUATION tag, the data included in a new SITUATION tag will appended to the existing tag data. Example Stealth <tab> SITUATION:In Darkness Sets the situational skill “Stealth (In Darkness)”. .MOD Example: Initial Skill: Stealth <tab> SITUATION:In Darkness Modified By: Stealth.MOD <tab> SITUATION:In Caverns Is Equivalent To: Stealth <tab> SITUATION:In Darkness|In Caverns Creates the situational skills “Stealth (In Darkness)” and “Stealth (In Caverns)“.

## USEUNTRAINED (Data: skills.lst)

Status None Syntax USEUNTRAINED:x Parameters x: Boolean (efault is YES) What it does YES or NO are used to indicate if this skill can be used untrained by the character. .MOD Behavior: When modifying a skill with the .MOD tag, given an existing USEUNTRAINED tag, the data included in a new USEUNTRAINED tag will overwrite the existing tag data. Example USEUNTRAINED:NO This skill may not be used if untrained. .MOD Example (Overwriting): Initial Skill: Brachiation <tab> USEUNTRAINED:NO Modified By: Brachiation.MOD <tab> USEUNTRAINED:YES Is Equivalent To: Brachiation <tab> USEUNTRAINED:YES The modified “Brachiation” skill can be used untrained.

## VISIBLE (Data: skills.lst)

Status None Syntax VISIBLE:x|y Parameters x: YES (Default) x: ALWAYS x: NO x: DISPLAY x: GUI x: EXPORT x: CSHEET y: READONLY (Optional) *** New 5.7.7 What it does YES , ALWAYS - Shows the skill name in PCGen and on export to a character sheet. NO - Hides the skill completely. DISPLAY , GUI - Displays the skill name in PCGen but not on the character sheet. EXPORT , CSHEET - Hides the skill name from PCGen but displays it on the character sheet.

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