# Pages in Feats Tag

## ADDSPELLLEVEL (Data: feats.lst)

Status Updated 5.16.0 Syntax ADDSPELLLEVEL:x Parameters 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. .MOD Behavior: When modifying a a feat with the .MOD tag, given an existing ADDSPELLLEVEL tag, the data included in a new ADDSPELLLEVEL tag will overwrite the existing tag data. Example ADDSPELLLEVEL:2 A spell with this metamagic feat applied to it takes up a slot two levels higher than the normal spell.

## APPLIEDNAME (Data: feats.lst)

Status Added 6.1.4 Syntax APPLIEDNAME:x Parameters x: Text (An adjective to be prefixed to a spell modified by this feat) What it does This tag is used in metamagic feat to give an addribute that can modify the spell name./p> Example APPLIEDNAME:Empowered A spell with this metamagic feat applied to it gets the word “Empowered” prefixed to the spell name.

## ASPECT (Data: feats.lst)

Status New 5.15.2 Syntax ASPECT:x|y|z|z Parameters x: Text (Name of Aspect) y: Text (Value of Aspect) z: Number or Formula (Optional. Used for substitutions in y) What it does Identifies an “aspect” (see examples below) that a feat has and sets it’s value. This tag can be used multiple times within a feat but each time it must identify a new aspect. The text in the y variable can use %z for replacing numerical values set by the z variable, %1 is replaced by the first z, %2 is replaced by the second z, etc..

## BENEFIT (Data: feats.lst)

Status None Syntax BENEFIT:x Parameters x: Text (feat benefit text) What it does This is the benefit text of the feat from the source material. The included 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. PRExxx tags can be used with the BENEFIT tag. Multiple BENEFIT tags per line are allowed with all qualifying BENEFIT tags being concatonated for output and separated by spaces.

## COST (Data: feats.lst)

Status None Syntax COST:x Parameters 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. .MOD Behavior: When modifying a feat with the .MOD tag, given an existing COST tag, the data included in a new COST tag will overwrite the existing tag data. Example COST:1 Feat costs one feat point.

## MODIFYFEATCHOICE (Data: feats.lst)

Status New 5.11.x Syntax MODIFYFEATCHOICE:x Parameters x: Text (feat name) x: TYPE=Text (feat type) What it does This tag allows for a previous feat choice to be replaced by a new one. The feat called must allow choices to be a valid ability. .MOD Behavior: When modifying an feat with the .MOD tag, given an existing MODIFYFEATCHOICE tag, the data included in a new MODIFYFEATCHOICE tag will overwrite the existing tag data.

## MULT (Data: feats.lst)

Status None Syntax MULT:x Parameters 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. .MOD Behavior: When modifying an feat with the .MOD tag, given an existing MULT tag, the data included in a new MULT tag will overwrite the existing tag data. Example MULT:YES This Feat can be taken multiple times.

## STACK (Data: feats.lst)

Status None Syntax STACK:x Parameters x: Boolean (YES/NO) What it does This tells PCGen if the feat benefits may be stacked on one another. .MOD Behavior: When modifying a feat with the .MOD tag, given an existing STACK tag, the data included in a new STACK tag will overwrite the existing tag data. Example STACK:YES This Feat may be stack on itself. Default Value: NO feat.MOD Example: Initial Feat: <feat name> <tab> STACK:YES Modified By: <feat name> <tab> STACK:NO Is Equivalent To: <feat name> <tab> STACK:NO The benefits for the modified feat will not stack with itself if taken multiple times.

## TEMPLATE (Data: feats.lst)

Status Updated 5.17.x Syntax TEMPLATE:x|x Parameters x: Text (Name of template) What it does This is a pipe-delimited (|) list of templates that are granted by the feat. Supports %LIST in conjunction with a CHOOSE tag. 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.

## TEMPLATEADDCHOICE (Data: feats.lst)

Status None Syntax TEMPLATE:ADDCHOICE:x|x Parameters x: Text (Template Name) What it does This is a pipe-delimited list of template choices that are added to the list presented by the original TEMPLATE:CHOOSE tag. When using the 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.

## TEMPLATECHOOSE (Data: feats.lst)

Status None Syntax TEMPLATE:CHOOSE:x|x Parameters x: Text (Template Name) What it does Will present a popup window of the choices provided in the pipe-delimited (|) list, allowing the user to pick ONE from the list. Multiple 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.

## VISIBLE (Data: feats.lst)

Status None Syntax VISIBLE:x Parameters x: YES (Default) x: NO x: DISPLAY 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.

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