# Pages in All Tag

## ABB (Data: classes.lst)

Status DEPRECATED 6.05.01 - use FACT Syntax ABB:x Parameters x: Text What it does This is a 3-5 letter abbreviation of the class name. Example ABB:Rgr The class abbreviation is “Rgr”. Where it is used Class Line.

## ABB (Game Mode: statsandchecks.lst)

Status None Syntax ABB:x Parameters x: Text (The abbreviation for the stat - usually three letters, capitalized). What it does Defines the three letter Abbreviation for a statistic. Example ABB:AWR Example abbreviation of above example of “Awareness” stat. Where it is used STATNAME Line.

## ABB (System: sizeAdjustment.lst)

Status None Syntax None Parameters ABB Optional: A one letter abbreviation of the size name. Syntax ABB:X , where X is a single letter. Example SIZENAME:Fine → ABB:F sets the abbreviation for the Fine size to the letter F . Notes The ABB tag is implemented in code/src/java/plugin/lsttokens/sizeadjustment/AbbToken.java .

## ABB2 (Game Mode: statsandchecks.lst)

Status None Syntax ABB:x Parameters x: Text (The abbreviation for the alignment - usually 2 letters, capitalized). What it does Used to define the abbreviation displayed for each of the various defined alignments. The abbreviation does not necessarily have to be 2 letters, it can be longer. Example ABB:LG Defines the abbreviated alignment as “LG”. Where it is used ALIGNMENTNAME Line. Complete Line Example: ALIGNMENTNAME: Lawful Good ABB:LG

## ABILITY (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:ABILITY|x|y,y Parameters x: Text (Ability category) y: Text (Ability name) y: TYPE=Text (Ability type) *** New 5.13.9 What it does Will present a list of abilities, by name and/or type, of the specified category. At least one ability or ability type must be designated for this tag to function properly. Example CHOOSE:ABILITY|FEAT|TYPE=Rogue Abilities A list of all “Rogue Abilities” type feats will be presented.

## ABILITY (Data: starting_kits.lst)

Status New 5.9.7 Syntax ABILITY:PROMPT:FEAT(x)|CHOICE:y Parameters x: Text (Feat choices) y: Text (Feat to select) What it does The ABILITY tag is used to select the choice presented by an ADD:FEAT chooser in a class level line. The Feat choices parameter must match the choices used in the ADD:FEAT this ABILITY is selecting for. The Feat to select should be a valid selection but this is not checked by the kit.

## ABILITY (Game Mode: migration.lst)

Status New 6.01.03 Syntax ABILITY:x|y Parameters x: Text (Old Ability Category) y: Text (Old Ability Key) What it does This tag begins an ability migration line and is used to identify the old ability key as part of the migration to a new ability key. The ABILITY tag is used in conjunction with the NEWKEY , NEWCATEGORY , and version tags. Example ABILITY:Special Ability|Animal Fury

## ABILITY (Global: ADD)

Status New 5.11.11 Syntax ADD:ABILITY|w|x|y|z,z.. Parameters w: Number, Variable or Formula (Number of choices granted. Optional) x: Text (Ability category to which this ability will be added.) y: Text (Nature of the added ability) z: Text (Ability name or KEY) z: TYPE=Text (Ability type) What it does Will add a number (w) of abilities from the presented list (z) and will assign it a category (x) and nature (y). The ability list is a comma-delimited (“,”) list of ability names and/or types.

## ABILITY (Global: CHOOSE)

Status Updated 5.17.4 Syntax CHOOSE:ABILITY|w|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters w: Text (Ability category) x: Text (Ability name or key) x: FEAT=Text (Feat, by name or key) x: TYPE=Text (Ability type) x: !TYPE=Text (Prohibited ability type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does Will present a list of abilities of the specified category that matches the stipulated criteria. Using the FEAT=Text sub-tag will provide a list of abilities chosen by the referenced feat.

## ABILITY (Global: OTHER)

Status Updated 6.03.02 Syntax ABILITY:x|y|z|z Parameters x: Text (Ability category) y: Text (Ability nature) z: Text (Ability name or key) z: TYPE=Text (Ability type) z: .CLEAR z: .CLEAR.Text (Ability name or key) What it does Adds an ability, of the given category and nature, to a character. The listed Ability Category must have been defined in the appropriate gamemode/miscinfo.lst or abilitycategory.lst file. Valid Ability Natures are NORMAL, AUTOMATIC, or VIRTUAL. When adding an ability to a category, that category’s pool will be charged only if the “Nature” is NORMAL.

## ABILITYADDSPELLLEVEL (Game Mode: statsandchecks.lst)

Status None Syntax ABILITY:ADDSPELLLEVEL|x Parameters x: Number (with + or -) *** New 5.11.13 What it does Set the increase in spell level that this metamagic feat costs to apply. Example ABILITY:ADDSPELLLEVEL|1 Adds 1 to the spell level. ABILITY:ADDSPELLLEVEL|+2 Adds 2 to the spell level. Where it is used STATNAME Line.

## ABILITYCATEGORY (Data: ability_categories.lst)

Status None Syntax ABILITYCATEGORY:x Parameters x: Text (Name of the Ability Category). *** Added 5.13.5 What it does The ABILITYCATEGORY tag begins a line which defines a category of abilities. The ABILITYCATEGORY tag is optional as PCGen will take the first data element in each line as the name of the ability category being defined. Visible ability categories will show as a sub-tab on the abilities tab. If no extra parameters are provided on the line the category will default to being visible, editable, with no types, a display name and plural name matching the category name and an editable whole number only pool with a starting value of 0.

## ABILITYCATEGORY (Data: campaign.pcc)

Status None Syntax ABILITYCATEGORY:x Parameters x: Text (File path) *** New 5.13.5 What it does Tells PCGen to load the abilitycategory list file specified. The abilitycategory list file is optional and is used as part of the source dataset to define dataset specific ability categories. Example ABILITYCATEGORY:myabilitycategories.lst

## ABILITYCATEGORY (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax ABILITYCATEGORY:x Parameters x: Text (Name of the Ability Category). What it does ABILITYCATEGORY begins a line which defines a category of abilities. Visible ability categories will show as a sub-tab on the abilities tab. If no extra parameters are provided on the line the category will default to being visible, editable, with no types, a display name and plural name matching the category name and an editable whole number only pool with a starting value of 0.

## ABILITYLIST (Game Mode: miscinfo.lst)

Status New 5.15.10 Syntax ABILITYLIST:x|x(y) Parameters x: Text (Ability Key). y: Text (Ability Sub-Choices). What it does Defines a list of abilities and their choices (aka sub keys) that are included in the associated category. These abilities are in addition to the abilities included in the category by the TYPE tag. When a subkey is specified for an ability, only the listed choices will be valid for that ability in the category.

## ABILITYPCC (Data: campaign.pcc)

Status None Syntax ABILITY:x Parameters x: Text (File path) *** New 5.11.1 What it does Tells PCGen to load the Ability list file specified. See INCLUDE and EXCLUDE for more information on the use of these sub-tags with the ABILITY tag. Example ABILITY:specialabilities.lst

## ABILITYPOOL (Global: BONUS)

Status New 5.11.1 Syntax BONUS:ABILITYPOOL|x|y Parameters x: Text (Ability Category) y: Number (Amount added to pool) What it Does Adds to the number of available Abilities the character can take. Example BONUS:ABILITYPOOL|Salient Divine Ability|1 The character may take one additional Salient Divine Ability.

## ABILITYSELECTION (Global: CHOOSE)

Status New 6.01.03 Syntax CHOOSE:ABILITYSELECTION|v|w|x|y|y[z]|y[x,x]|x,y,y[x],y[x,x] Parameters v: TITLE=Text (Chooser title) w: Text (Ability Category) x: Text (Ability Name or Key) x: TYPE=Text (Ability type) x: !TYPE=Text (Prohibited Ability type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does This will produce a list of abilities, resolved down to the internal ability selections, matching the stipulated criteria. Global qualifiers work for abilities. Use of the qualifiers have the following effect: ANY - Will return a list of all abilities.

## ACABBREV (Game Mode: miscinfo.lst)

Status Was DEFENSEABBREV. Syntax ACABBREV:x Parameters x: Text (How you would like your game’s AC equivalent abbreviated). What it does Determines name for abbreviation of displayed defensive value. Example ACABBREV:AC The Armor Rating abbreviation is defined as “AC”. ACABBREV:Def The Armor Rating abbreviation is defined as “Def”.

## ACCHECK (Data: equipment.lst)

Status None Syntax ACCHECK:x Parameters x: Number (Armor Check Penalty) What it does The numeric value supplied is the Armor Check penalty applied to certain skills that have an Armor Check. Example ACCHECK:-6 Item has an armor check penalty of -6.

## 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.

## ACNAME (Game Mode: miscinfo.lst)

Status Was DEFENSENAME. Syntax ACNAME:x Parameters x: Text (What you would like to call your game’s Armor Class equivalent). What it does Determines name of displayed defensive value. If this tag isn’t commented out in the miscinfo.lst, then on the Summary Tab the Total, Flatfooted, and Touch values will be displayed using the ACABBREV tag to save space. Example ACNAME:Armor Class The Armor Rating is defined as “Armor Class”. ACNAME:Defense The Armor Rating is defined as “Defense”.

## ACTYPE (Game Mode: miscinfo.lst)

Status New 5.4 Syntax ACTYPE:x Parameters x: Text (Name of the Armor Class Type being defined by the line). What it does ACTYPE begins a new line will which defines which AC will be made available to output sheets, and how to calculate this AC. A line beginning with ACTYPE will include an ADD tag and may also include a REMOVE tag. Syntax: ACTYPE:Name ADD:List Remove:List Example ACTYPE:Total ADD:TOTAL Defines

## ADD (Game Mode: miscinfo.lst)

Status New 5.4 Syntax ADD:x Parameters x: Text (Name of a defined Armor Class Type). Pre defined ACTYPEs: Ability Armor Base ClassDefense Dodge NaturalArmor Shield Total What it does The ADD tag is used in lines beginning with ACTYPE. The ADD tag adds the defined ACTYPE specified to the ACTYPE being defined by the ACTYPE line. The ADD tag can be qualified with PRExxx tags. Example ADD:TOTAL Adds ACTYPE:TOTAL to the ACTYPE being defined in the ACTYPE line.

## ADDDOMAINS (Data: classes.lst)

Status Updated 6.03.x Syntax ADDDOMAINS:x|x Parameters x: Text (Domain Name) What it does This grants additional domain choices to the character, it is a decimal (.) delimited list of names. It does not add them to the character’s domains, but merely adds them to the list they can choose from. If the character gets a choice for a bonus domain, it may need to be paired with a BONUS:DOMAIN|NUMBER|x tag. If used in the Class Level block it should be put on the third line with the SPELLSTAT:and SPELLTYPE: entries.

## ADDLEVEL (Data: templates.lst)

Status New 5.9.7 Syntax ADDLEVEL:x|y Parameters x: Text (Class name) y: Number or Formula (Number of levels to add) What it does This tag will add the specified number of levels of the given class to the character the template is applied to. The levels function as normal class levels in all ways except that they will be removed when the template is removed. These levels will be added regardless of whether or not the character qualifies for the class in question.

## ADDSPELLLEVEL (Data: abilities.lst)

Status None Syntax ADDSPELLLEVEL:x Parameters x: Number (Increase in spell slot level) *** Added 5.11.x What it does This tag is used in metamagic abilities to denote how much higher the spell levelslot requires. .MOD Behavior: When modifying an ability 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 ability applied to it takes up a slot two levels higher than the normal spell.

## 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.

## AGE (Data: starting_kits.lst)

Status New 6.1.3 Syntax AGE:x Parameters x: Number (The character’s age) What it does Sets the age of the kit recipient. Example AGE:46 Sets the character’s age to 46.

## AGEDIEROLL (System: bio/biosettings.lst)

Status None Syntax AGEDIEROLL:x Parameters x: Random Number Formula (Die expression). What it does Used to randomize the starting age of the character within the boundaries of the age set. The closest die roll configuration that would total the difference between BASEAGE and MAXAGE at full value. Examples AGEDIEROLL:5d4 This give a minimum age of 5 and maximum of 20. AGEDIEROLL:4d20+1d4 This give a minimum age of 5 and maximum of 84.

## AGESET (System: bio/biosettings.lst)

Status None Syntax AGESET:x|y Parameters x: Number (The number of the age set) y: Text (A name for the age set - Adult, Old, Venerable, etc.) What it does Defines the age ranges for each race and age category. Each age category should have it’s own AGESET tag with a different Text field for a name. Each AGESET tag should be sequentially numbered starting at 0, for the youngest age category.

## ALIGN (Data: deities.lst)

Status None Syntax ALIGN:x Parameters x: Text (LG, LN, LE, NG, TN, NE, CG, CN or CE) What it does This is the two letter abbreviated alignment of the deity itself. Example ALIGN:LG The deity’s alignment is Lawful Good. .MOD Example (Overwriting): Initial Deity: <deity name> <tab> ALIGN:LG Modified By: <deity name>.MOD <tab> ALIGN:NG Is Equivalent To: <deity name> <tab> ALIGN:NG

## ALIGN (Data: starting_kits.lst)

Status New 5.9.3 Syntax ALIGN:x|x Parameters x: Text (Alignment abbreviation) What it does Sets the Alignment of the PC. If the tag specifies multiple options a pop up window allows the user to select one. Examples ALIGN:LG|NG|CG Grants a choice of any good alignment. ALIGN:CE Sets the alignment to Chaotic Evil.

## ALIGNMENT (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:ALIGNMENT|x|x Parameters x: Text (Alignment by key) x: FEAT=Text (Feat, by name or key) x: TYPE=Text (Alignment type) x: !TYPE=Text (Prohibited alignment type) x: ALL What it does This will produce a list of “Alignments” (e.g. LG, TN, CE, etc. for 3.5e gameMode). Use of the FEAT subtag will provide the alignment selected by the referenced feat. The feat referenced must contain a CHOOSE:ALIGNMENT tag. Criteria can be logically combined by using the comma (,), logical AND , and the pipe (|), logical OR .

## ALIGNMENTNAME (Game Mode: statsandchecks.lst)

Status None Syntax ALIGNMENTNAME:x Parameters x: Text (The name of the alignment). What it does Used to define the various alignments the program understands. New custom alignments, or changes to existing alignments are all possible. Example ALIGNMENTNAME: Lawful Good Defines the alignment “Lawful Good”. Where it is used ALIGNMENTNAME Line.

## ALLOWAUTORESIZE (Game Mode: miscinfo.lst)

Status New 5.6.1 Syntax ALLOWAUTORESIZE:x Parameters x: Boolean (Y or N). What it does This tag is used in the gameMode/miscinfo.lst file to identify whether PCGen should allow the auto-resizing of equipment. Example ALLOWAUTORESIZE:Y This gameMode will automatically resize equipment when purchased

## ALLOWBASECLASS (Data: classes.lst)

Status None Syntax ALLOWBASECLASS:x Parameters x: Boolean (Default “YES”) *** Updated 5.13.x What it does Determies whether the base class will be presented as a choice when selecting a subclass. Used with classes which have subclasses. This tag is optional. Examples ALLOWBASECLASS:NO The base class cannot be selected, only subclasses are allowed. Where it is used Class Line

## ALLOWDUPES (Data: campaign.pcc)

Status New 5.15.10 Syntax ALLOWDUPES:x Parameters x: LANGUAGE x: SPELL What it does Suppresses the “Duplicate Object” error messages for the listed LST object type. This tag will only work if the PCC file it is contained in is the exact PCC file selected by the user. Examples ALLOWDUPES:SPELL Duplicate spells loaded by the user selected PCC files will be allowed.

## ALLOWEDMODES (Game Mode: miscinfo.lst)

Status None Syntax ALLOWEDMODES:x Parameters x: Text (A | delimited list of game modes). What it does Lists game modes that are allowed to have their sources included with this source. The ALLOWEDMODES tag is case-sensitive. Example ALLOWEDMODES:DnD_v35e|DnD_Olerra The 3.5 and Olerra sources can be safely included with this source

## ALTCRITMULT (Data: equipment.lst)

Status None Syntax ALTCRITMULT:x Parameters x: Text (Secondary attack’s critical modifier) *** Updated 5.11.4 What it does The secondary attack’s critical multiplier as outputted to the character sheet. This is used for double weapons only. The special character (-) is used to indicate no critical multiplier for the secondary attack. Example ALTCRITMULT:x3 2nd head has a critical modifier of x3. ALTCRITMULT:- 2nd head has no critical modifier.

## ALTCRITRANGE (Data: equipment.lst)

Status None Syntax ALTCRITRANGE:x Parameters x: Number (Secondary attack’s critical chance) What it does The secondary attack’s critical chance. This is used for double weapons only. 1 = 20, 2 = 19 & 20, 3 = 18 - 20, etc Example ALTCRITRANGE:2 2nd head criticals on roll of 19 or 20.

## ALTDAMAGE (Data: equipment.lst)

Status None Syntax ALTDAMAGE:x Parameters x: Text (Secondary attack’s damage) What it does The secondary attack’s damage. This is used for double weapons only. Example ALTDAMAGE:1d6-1 2nd head does 1d6-1 damage.

## ALTEQMOD (Data: equipment.lst)

Status None Syntax ALTEQMOD:x|y|y.x|y|y Parameters x: Text, period delimited (Equipment modifier name) y: Text, pipe delimited (Modifiers applied to the equipment modifier name) *** Added 5.7.15 What it does This is a period (.) delimited list of equipment modifiers applied to the secondary head of a double weapon. With the exception that it is applied to the secondary head is functions in the same way as the EQMOD tag. This is utilized by other EQMODs which contain the ASSIGNTOALL tag.

## ALTHPABBREV (Game Mode: miscinfo.lst)

Status None Syntax ALTHPABBREV:x Parameters x: Text (What you want you games secondary HP equivalent to be abbreviated to). What it does Sets the HP abbreviation for the secondary HP holder (Will be used in OS tokens eventually - Currently used by the Summary tab). Example ALTHPABBREV:LP The secondary HP holder abbreviation is defined as “LP”. ALTHPABBREV:Wnd The secondary HP holder abbreviation is defined as “Wnd”.

## ALTHPNAME (Game Mode: miscinfo.lst)

Status None Syntax ALTHPNAME:x Parameters x: Text (What you want you games secondary HP equivalent to be called). What it does Sets the HP name for the secondary HP holder (Will be used in OS tokens eventually - Currently used by the Summary tab). Example ALTHPNAME:Life Points The secondary HP holder is defined as “Life Points”. ALTHPNAME:Wounds The secondary HP holder is defined as “Wounds”.

## ALTTYPE (Data: equipment.lst)

Status None Syntax ALTTYPE:x Parameters x: Number (Secondary attack’s type) What it does The secondary attack’s type. This is used for double weapons only. Since this is always in a weapon type, “weapon” should not be included. Melee or Ranged MUST be listed and may be different from the 1st head. Example ALTTYPE:Simple.Melee.Bludgeoning 2nd head is Simple Melee Bludgeoning.

## APPEARANCE (Data: deities.lst)

Status Deprecated 6.05.1 - use FACT Syntax APPEARANCE:x Parameters x: Text (Description of what the Deity looks like What it does This is used for a description of what the deity looks like. Example APPEARANCE:Tall human with dark hair The deity’s description of appearance. .MOD Example (Overwriting): Initial Deity: <deity name> <tab> APPEARANCE:Tall human with dark hair Modified By: <deity name>.MOD <tab> APPEARANCE:Tall human with white hair Is Equivalent To:

## APPLIEDNAME (Data: abilities.lst)

Status Deprecated 6.05.01 - use FACT Syntax APPLIEDNAME:x Parameters x: Text (An adjective to be prefixed to a spell modified by this ability) What it does This tag is used in metamagic abilities to give an addribute that can modify the spell name./p> Example APPLIEDNAME:Empowered A spell with this metamagic ability applied to it gets the word “Empowered” prefixed to the spell name.

## 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.

## APPLY (Data: starting_kits.lst)

Status New 5.9.6 Syntax APPLY:x Parameters x: Text (INSTANT or PERMANENT) What it does Selects if the selection of this kit is stored with the character or not. PERMANENT - means the kit will be stored with the character that selects it and will not be available to be selected again. (This is the default setting.) INSTANT - means the kit will not be stored and can be selected any number of times.

## ARMORPROF (Data: campaign.pcc)

Status None Syntax ARMORPROF:x Parameters x: Text (File path) What it does Tells PCGen to load the armor proficiencies list file specified. Example ARMORPROF:fooarmorproflight.lst Load the armor proficiencies fooarmorproflight.lst file. ARMORPROF:fooarmorproflight.lst.FORGET Forgets to load the armor proficiencies fooarmorproflight.lst file.

## ARMORPROFICIENCY (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:ARMORPROFICIENCY|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Armor proficiency) x: FEAT=Text (Feat, by name or key) x: TYPE=Text (Armor proficiency type) x: !TYPE=Text (Prohibited armor proficiency type) x: ALL y: ANY (Default) y: PC y: QUALIFIED y: EQUIPMENTx What it does This will produce a list of all armor proficiencies matching the criteria. Using the FEAT=Text sub-tag will provide a list of armor proficiencies selected by the referenced feat.

## ARMORTYPE (Data: equipment_modifiers.lst)

Status None Syntax ARMORTYPE:x|y Parameters x: Text (Current armor TYPE) y: Text (New armor TYPE) What it does This will change the armor type and is | (pipe) delimited. Example ARMORTYPE:Medium|Heavy Changes the armor type from “Medium” to “Heavy”.

## ASPECT (Data: abilities.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 (Substitution value. Optional.) What it does Identifies an “aspect” (see examples below) that an ability has and sets its value. PRExxx tags can be used with the ASPECT tag. This tag can be used multiple times within an ability but each time it must identify a new aspect unless the ASPECT tag includes a PRExxx tag appended to the end.

## 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..

## ASSIGNTOALL (Data: equipment_modifiers.lst)

Status None Syntax ASSIGNTOALL:x Parameters x: Boolean (YES) What it does This is for double weapons only. If this tag is present then the modifiers will be applied to both heads. Example ASSIGNTOALL:YES Assigns modifiers to both heads. Default Value: NO

## ATTACKCYCLE (Data: classes.lst)

Status None Syntax ATTACKCYCLE:x Parameters x: BAB, RAB, or UAB *** Updated 5.11.6 What it does This sets the Melee/Grapple (BAB - yes, misleading), Ranged (RAB), or Unarmed Attack (UAB) cycles. Default is 5 for all. Once a Cycle is reached, the character gets another attack (+6/+1 is one 5 cycle.) Example ATTACKCYCLE:UAB|3 Grants another attack ever 3 bonus points of BAB from the class to the Unarmed attack cycle. Where it is used Class Line.

## AUTOARMORPROF (Global: OTHER)

Status Updated 5.17.11 Syntax AUTO:ARMORPROF|x|x Parameters x: Text (Armor name) x: ARMORTYPE=Text (Armor type) What it does This is a pipe-delimited (|) list of armor, by name or by armor type, that are granted as free armor proficiencies. When including the 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. PRExxx tags are allowed with this tag and use the pipe-delimited (|) syntax.

## AUTOEQUIP (Global: OTHER)

Status New 5.17.11 Syntax AUTO:EQUIP|x|x Parameters x: Text (<Equipment Name>) What it does This is a pipe-delimited (|) list of equipment that is granted to the character for free. PRExxx tags are allowed with this tag and use the pipe-delimited (|) syntax. AUTO:EQUIP won’t take (%)LIST or (%)CHOICE for substitution. NOTE: The equipment added is marked on the GUI just as feats added by the AUTO:FEAT tag, i.e. are yellow, and can’t be removed.

## AUTOFEAT (Global: OTHER)

Status Updated 5.17.4 Syntax AUTO:FEAT|x|x Parameters x: Text (Feat name) Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 - AUTO:FEAT is deprecated. Use ABILITY:FEAT|AUTOMATIC| instead. All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format. What it does This is a pipe-delimited (|) list of feats that are granted to the character as automatic feats.

## AUTOLANG (Global: OTHER)

Status New 5.17.14 Syntax AUTO:LANG|x|x Parameters x: Text (Language) x: TYPE=Text (Language type) x: !TYPE=Text (Language type) x: ALL x: %LIST x: .CLEAR What it does This is a pipe-delimited (|) list of languages, by name or type, that are granted as free language. When including the TYPE= sub-tag you may use a period-delimited (.) list of language types. This will grant the character any Language with the listed types. Use of %LIST will insert the result of a CHOOSE tag.

## AUTOSHIELDPROF (Global: OTHER)

Status Updated 5.17.11 Syntax AUTO:SHIELDPROF|x|x Parameters x: Text (Shield name) x: SHIELDTYPE=Text (Shield type) What it does This is a pipe-delimited (|) list of shields, by name or shield type, that are granted as free shield proficiencies. When including the 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. PRExxx tags are allowed with this tag and use the pipe-delimited (|) syntax.

## AUTOWEAPONPROF (Global: OTHER)

Status Updated 5.17.11 Syntax AUTO:WEAPONPROF|x|x Parameters x: Text (Weapon name) x: TYPE=Text (Weapon Type) x: TYPE.Text (Weapon Type) x: DEITYWEAPONS (Deity’s favored weapon) What it does This is a pipe-delimited (|) list of weapons, by name or weapon type, that are granted as free weapon proficiencies. You can specify individual weapons or all weapons of a weapon proficiency type. When including the TYPE=Text or TYPE,Text sub-tag you may use a period-delimted (.) list of weapon types.

## BABABBREV (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax BABABBREV:x Parameters x: Text (What the characters BAB should be called). What it does Specifies the text to use for the abbreviation for Base Attack Bonus. Example BABABBREV:OB Displays OB: instead of BAB:.

## BABATTCYC (Game Mode: miscinfo.lst)

Status New 5.4 Syntax BABATTCYC:x Parameters x: Number (difference between a primary attack and the subsequent attack). What it does Specifies the difference between a primary attack and the subsequent attack. e.g. for each attack after the first, subtract x to determine its bonus to hit. Example BABATTCYC:5 Sets 5 as the difference between each attack in a cycle.

## BABMAXATT (Game Mode: miscinfo.lst)

Status New 5.4 Syntax BABMAXATT:x Parameters x: Number (maximum number of attacks as the BAB progresses). What it does Specifies the maximum number of attacks as the BAB progresses. Primary usage - to limit the number of displayed attacks on the OS’s (modified by the 2 listed bonus tags - There is already support for additional attacks via the BONUS:COMBAT:ATTACKS and SECONDARYATTACKS tags.). Example BABMAXATT:4 Sets 4 as the maximum number of attacks as the BAB progresses.

## BABMAXLVL (Game Mode: miscinfo.lst)

Status New 5.4 Syntax BABMAXLVL:x Parameters x: Number (maximum level a characters BAB may progress to). What it does Specifies the maximum level a characters BAB may progress to. Example BABMAXLVL:20 Limits a characters BAB progression to a maximum of 20.

## BABMINVAL (Game Mode: miscinfo.lst)

Status New 5.4 Syntax BABMINVAL:x Parameters x: Number (minimum starting value for the BAB progressions). What it does Specifies the starting minimum value for the BAB progressions to start from. (i.e. each subsequent attack must be at least +x before being reported) Example BABMINVAL:1 Sets the starting minimum value for the BAB progressions to 1.

## BASEAGE (System: bio/biosettings.lst)

Status None Syntax BASEAGE:x Parameters x: Number (The minimum age for the associated age set and race) What it does Sets the minimum age to be considered in the age set. Example BASEAGE:35 Base Age is 35.

## BASEAGEADD (System: bio/biosettings.lst)

Status None Syntax BASEAGEADD:xdy Parameters x: Number (Number of dice) y: Number (number of sides on the dice) What it does The BASEAGEADD tag is used inside of the CLASS tag to define the spread for randomization in the number that is added to your base age for the class(es) it is paired with. Example BASEAGEADD:2d4 This class added 2d4 years to the Base Age of the character.

## BASEDICE (Game Mode: miscinfo.lst)

Status None Syntax BASEDICE:x Parameters Variables Used: (x) die format Uses the following sub tags: UP DOWN What it does Determines the next higher or lower value die in a progression set NOTE: This uses the UP and DOWN tags with comma (,) separators and tabs to separate the tags themselves. Example BASEDICE:1d6 UP:1d8,2d6,3d6,4d6,6d6,8d6,12d6 DOWN:1d4,1d3,1d2,1 This states the base die is a d6 and determines that the next lowest die would be a d4, then a d3 and the next highest would be a d8, then 2d.

## BASEHT (System: bio/biosettings.lst)

Status None Syntax BASEHT:x Parameters x: Number (The minimum height for the associated race and gender) What it does The BASEHT tag is used inside of the SEX tag to define the starting point for the height of the race. This number needs to be in the base units set in the game mode. Example BASEHT:53 Base height is 53 inches (in 3e mode).

## BASEITEM (Data: equipment.lst)

Status None Syntax BASEITEM:x Parameters x: Text (name of base item) What it does This tag allows the creation of a new specific item based upon an existing item. BASEITEM must be used in conjunction with the EQMOD tag. Eqmods listed in the EQMOD tag are applied to the base item prior to the application of any other included tags. NOTE: This tag will not copy any of the base item’s existing tags so you will need to add them yourself.

## BASEQTY (Data: equipment.lst)

Status None Syntax BASEQTY:x Parameters x: Number (standard bundle quantity) What it does The numeric value supplied is the number of items in this bundle. ie. Arrows (20) should have. Example BASEQTY:20 20 items in a bundle (e.g. Arrows).

## BASESTATSCORE (Game Mode: statsandchecks.lst)

Status None Syntax BASESTATSCORE:x Parameters x: Number (The necessary minimum spellcasting ability score to receive the bonus). What it does Set’s the minimum spellcasting ability score necessary to receive this bonus spell slot. (Spellcasting ability score is WIS for Sorcerers, INT for Wizards, etc.). Example BASESTATSCORE:12 Defines that a base stat of 12 is required for bonus spells. Where it is used BONUSSPELLLEVEL Line.

## BASEWT (System: bio/biosettings.lst)

Status None Syntax BASEWT:x Parameters x: Number (The minimum weight for the associated race and gender) What it does The BASEWT tag is used inside of the SEX tag to define the starting point for the weight of the race. This number needs to be in the base units set in the game mode. Example BASEWT:85 Base weight is 85 lbs. in 3e mode.

## BENEFIT (Data: abilities.lst)

Status Updated 6.01.3 Syntax BENEFIT:x Parameters x: Text (benefit text) x: .CLEAR x: .CLEAR.text (regular expression) What it does This is the benefit text of the ability from the source material. The included text will be displayed in the ability 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.

## 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.

## BIOSET (Data: campaign.pcc)

Status None Syntax BIOSET:x Parameters x: Text (File path) What it does Tells PCGen to load the biosettings list file specified. Example BIOSET:biosettings.lst

## BONUS (Game Mode: statsandchecks.lst)

Status None Syntax BONUS:x Parameters x: Text (as per global bonus tags ). What it does Bonuses may be applied to stats as would be appropriate. Example BONUS:COMBAT|AC|1|TYPE=NaturalArmor Bonus of +1 to Natural Armor. Where it is used STATNAME Line.

## BONUSACVALUE (System: sizeAdjustment.lst)

Status None Syntax None Parameters BONUS:ACVALUE Multiplies the AC bonus from a particular type of armour, such as Armor or Shield , based on the creature’s size. Only works in sizeAdjustment.lst. Status New in 5.10.1. Syntax BONUS:ACVALUE|TYPE:type_1,TYPE:type_2, …|ac_multiplier type_1 , type_2 , … may include armour types such as TYPE:Armor and TYPE:Shield . [Ed: do things like TYPE:Natural , TYPE:Dodge , TYPE:Sacred … also work?] ac_multiplier is the multiplier to AC for the given armour types.

## BONUSCHECKS (Game Mode: statsandchecks.lst)

Status None Syntax BONUS:CHECKS|x|y Parameters x: Text (The name to be used for display on the character sheet - should be all caps). y: Text (The three letter abbreviation of the stat that this save is based on - should be all caps). What it does Defines what stat gives a bonus to what check (BONUS:CHECKS is the ONLY statement that will work on CHECKNAME lines, besides the CHECKNAME tag itself).

## BONUSFEATLEVELSTARTINTERVAL (Game Mode: miscinfo.lst)

Status None Syntax BONUSFEATLEVELSTARTINTERVAL:x|y Parameters x: Number (Level where bonus feats would begin (first bonus feat awarded at this level). y: Number (Level increment to get more feats - e.g. 3 for every third level). What it does This tag, basically, sets the feat progression rules. Where level = first level where you gain an additional feat (use more than one of these tags for additional feat progressions). Where interval = multiples of levels after the start level that you gain an additional feat (0 = only at start).

## BONUSHP (Game Mode: statsandchecks.lst)

Status None Syntax BONUS:HP|x|y Parameters x: Text (A defined HP type). y: Formula (Amount to add to the HP type). What it does Sets a bonus to the HP type specified. Example BONUS:HP|WOUNDPOINTS|CON Adds a characters CON bonus to the WOUNDPOINTS total at each level. BONUS:HP|ALTHP|CONSCORE Adds a characters CONSCORE to the ALTHP total as defined in miscinfo.lst. BONUS:HP|BONUS|CON Adds a characters CON bonus to the Primary HP total as defined in miscinfo.lst.

## BONUSITEMCAPACITY (System: sizeAdjustment.lst)

Status None Syntax None Parameters BONUS:ITEMCAPACITY Changes the “item carrying capacity” based on the size of the character. This is used to implement the DnD 3.5 rule for equipment made in different sizes for different creatures, such as backpacks and bed-rolls. These items “… weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount. “ ( Refer to the d20 SRD. ) Only works in sizeAdjustment.lst.

## BONUSITEMCOST (System: sizeAdjustment.lst)

Status None Syntax None Parameters BONUS:ITEMCOST Modifies the cost of items based on the item’s size category, i.e. the size of the creature the item was made for. For example, in 3.5e, a large-sized weapon costs twice as much as a medium-sized weapon, and large-sized armour costs twice as much as medium-sized armour. Only works in sizeAdjustment.lst. Status New in 5.10.1 Syntax BONUS:ITEMCOST|TYPE=item_type_1,TYPE=item_type_2,…|cost_multiplier item_type is a type of equipment from the data set’s equipment files, i.e.

## BONUSITEMWEIGHT (System: sizeAdjustment.lst)

Status None Syntax None Parameters BONUS:ITEMWEIGHT Modifies the weight of of items based on the item’s size category, i.e. the size of the creature the item was made for. For example, in 3.5e, armour for small-size creatures weighs half as much as armour for medium-sized creatures. Only works in sizeAdjustment.lst. Status New in 5.10.1. Syntax BONUS:ITEMWEIGHT|TYPE=item_type_1,TYPE=item_type_2,…|weight_multiplier item_type is a type of equipment from the data set’s equipment files, as per BONUS:ITEMCOST above.

## BONUSLANG (Game Mode: statsandchecks.lst)

Status New 5.10.1 Syntax BONUS:LANG|x|y Parameters x: defined variable y: Number, variable or formula What it does Adds to defined varaibles Example BONUS:LANG|BONUS|INT Adds the value of INT modifier to total the defined variable and language skill, as defined in miscinfo.lst and else where. Where it is used STATNAME Line.

## BONUSLOADMULT (System: sizeAdjustment.lst)

Status None Syntax None Parameters BONUS:LOADMULT Adds to the SIZEMULT value as defined in the load.lst game mode file. Mostly, the rules for “Large creatures can carry twice as much weight” and so on are implemented in load.lst . The BONUS:LOADMULT tag is used to implement rules for creatures with four legs having greater load-carrying capacity. Only works in sizeAdjustment.lst. Status New in 5.10.1 Syntax BONUS:LOADMULT|TYPE=SIZE|sizemult_modifier sizemult_modifier is a number. This number is added to the SIZEMULT in the load.lst file to determine the “effective” carrying capacity multiplier, relative to a normal sized creature.

## BONUSMODSKILLPOINTS (Game Mode: statsandchecks.lst)

Status None Syntax BONUS:MODSKILLPOINTS|x|y Parameters x: defined variable y: Number, variable or formula What it does Adds to defined variables Example BONUS:MODSKILLPOINTS|NUMBER|INT Adds the value of INT modifier to total the defined variable and skill points, as defined in miscinfo.lst and else where. Where it is used STATNAME Line.

## BONUSMONSKILLPTS (Data: templates.lst)

Status New 5.7.7 Syntax BONUS:MONSKILLPTS|LOCKNUMBER|x Parameters 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.

## BONUSPPCOST (Data: spells.lst)

Status NEW 5.10.1 Syntax BONUS:PPCOST|x|y Parameters x: Text (Spell Name) y: Number (Power Points) What it does It is possible to scale some spells to increase range, duration, damage, etc. Scaling uses more PPs. For every one point in extra power applied to the spell the spell’s Effective Caster Level for damage purpose is raised 1 level. Maximum level applied is equal to the Caster’s current level. Example BONUS:PPCOST|Blade Barrier|3 It costs a Clr9/Good9/War9 11 PP to launch a Blade Barrier for 6d6 damage.

## BONUSSKILLPOINTS (Data: templates.lst)

Status None Syntax BONUSSKILLPOINTS:x Parameters x: Number (Number of bonus skill points >0) What it does The numeric value provided will be multiplied by 4 at first level and granted to the character as the beginning skill points while subsequent levels will be granted only the numeric value as additional skill points. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing BONUSSKILLPOINTS tag, the data included in a new BONUSSKILLPOINTS tag will overwrite the existing tag data.

## BONUSSKILLPOOL (Data: classes.lst)

Status None Syntax BONUS:SKILLPOOL|NUMBER|x Parameters x: Number, variable or formula (Number to add to skill pool) *** Added 5.3.9 What it does Adds to the number of skill points to the class at the level that the bonus appears in PRExxx tags may be used with this tag. This tag is valid in only class and class level lines. Examples BONUS:SKILLPOOL|NUMBER|1 Adds one skill point to the skill pool. BONUS:SKILLPOOL|NUMBER|1|PREFEAT:1,Scribe Scroll Adds one skill point to the skill pool if the character has the Scribe Scroll Feat.

## BONUSSPELLLEVEL (Game Mode: statsandchecks.lst)

Status None Syntax BONUSSPELLLEVEL:x Parameters x: Number (The level you are defining bonus spells for). What it does Defines the level of bonus spells. Example BONUSSPELLLEVEL:1 Defines that bonus spells are for level 1. Where it is used BONUSSPELLLEVEL Line.

## BONUSSPELLSTAT (Data: classes.lst)

Status None Syntax BONUSSPELLSTAT:x Parameters x: Text (Abbreviated name of stat from statsandchecks.lst or “None”) *** Added 4.3.1 What it does Changes the Stat used to determine Bonus spells that a spell caster get from high ability score from the SPELLSTAT named Stat. If not present, the SPELLSTAT will determine DCs and bonus spells. If set to NONE no bonus spells will be granted. Example BONUSSPELLSTAT:STR The class uses Strength to determine bonus spells.

## BONUSSTACKS (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax BONUSSTACKS:x.x Parameters x: Text (Bonus Type) What it does This is a list of all bonuses which stack. Tags which do not have a TYPE=label parameter are assumed to stack, tags which do have a TYPE=label parameter do not normally stack. Some games have exceptions to this rule and list specific types which always do stack. In the fantasy gameModes Dodge and Circumstance always stack. This tag lists those exceptions.

## BONUSSTATLEVELSTARTINTERVAL (Game Mode: miscinfo.lst)

Status Updated 5.15.0 Syntax BONUSSTATLEVELSTARTINTERVAL:x|y|x Parameters x: Number (Begining Level) y: Number or Formula (Level Interval) z: Number (Number of Stats, Optional) What it does This tag sets the stat progression rules. Beginning level (x) is the first level where you gain an additional stat (use more than one of these tags for additional stat progressions). Level Interval (y) defines the interval levels after the start level that you gain an additional stat bonus.

## BOOKTYPE (Data: campaign.pcc)

Status None Syntax BOOKTYPE:x|x Parameters x: Text (Book type) *** Updated 6.1.1 What it does This tells PCGen what the book types are. The book types identified by this tag can be used as a prerequisite for loading data sets. See the PRECAMPAIGN tag docs for more information. Example BOOKTYPE:Supplement The source data set that this PCC file represents is a “Supplement”. BOOKTYPE:Supplement|Traits The source data set that this PCC file represents is a “Supplement” and also provides the basics for Traits rules.

## CAMPAIGN (Data: campaign.pcc)

Status None Syntax CAMPAIGN:x Parameters x: Text (Name of source) What it does This MUST be the first line in the file. The standard format used is Company Short Name (Foo) - Campaign Name - Name of material The use of the ampersand (&) sign will cause significant problems with PCGen, so recommended usage is to replace with the word “and” or the letter “n” to avoid this. NOTE: The comma (,) should not be used in campaign names.

## CAST (Data: classes.lst)

Status None Syntax CAST:x Parameters x: Number or Formula *** Updated 5.8 What it does Tells PCGen how many spell per day the caster has (displayed on the Spells Tab). If no Value is assigned at a given level, the tag defaults to 0. Note: The formula used cannot have commas (,) embedded in it. If a formula requires a comma use a DEFINE to set a variable and use the variable in the CAST progression.

## CASTERLEVEL (Data: classes.lst)

Status None Syntax BONUS:CASTERLEVEL|x|y Parameters x: Text (Class name) y: Number (Number to add class level) *** Added 5.4 What it does Each spellcasting class should have a CASTERLEVEL bonus associated with it. If no CASTERLEVEL bonus is present for a spell casting class, it will default to class level. This tag is listed here for this specific use but it is a Global tag and has wider uses including raising the caster level of racial spells.

## CASTERLEVEL (Data: spells.lst)

Status Updated 5.13.8 Syntax CASTERLEVEL (Spell Variable) Parameters What it does CASTERLEVEL is a special variable for use within DESC , DURATION and TARGETAREA tags. When these tags encounter text in parenthesis, they treat the text as a formula and replace it with the result of evaluating the formula. When used inside parenthesis in these tags, CASTERLEVEL returns the caster level of the class which grants the spell. The value of CASTERLEVEL depends mostly on the “Class” granting the spell, but can be affected by “Race” or by other attributes of the spell (e.g.

## CASTERLEVEL (Global: BONUS)

Status Updated 5.7.1 Syntax BONUS:CASTERLEVEL|x|y Parameters x: Text (Class name) x: ALLSPELLS x: DESCRIPTOR.Text (Spell descriptor name) x: DOMAIN.Text (Domain name) x: RACE.Text (Race name) x: SCHOOL.Text (School name) x: SPELL.Text (Spell name) x: SUBSCHOOL.Text (Subschool name) x: TYPE.Text (Class type) y: Number, variable or formula (Number to add to caster level) What it Does Each spellcasting class should have a CASTERLEVEL bonus associated with it. If no CASTERLEVEL bonus is present for a spell casting class, it will default to class level.

## CASTTIME (Data: spells.lst)

Status None Syntax CASTTIME:x Parameters x: Text (Casting time) What it does Reports the time it takes to cast this spell. Example CASTTIME:1 Round This spell takes 1 round to cast. .MOD Example (Appending): Initial Spell: <spell name> <tab> CASTTIME:1 Round Modified By: <spell name>.MOD <tab> CASTTIME:10 Minute Ritual Is Equivalent To: <spell name> <tab> CASTTIME:1 Round|10 Minute Ritual The output sheet will display “1 Round, 10 Minute Ritual” on the output sheet.

## CATEGORY (Data: starting_kits.lst)

Status New 5.11.11 Syntax ABILITY:CATEGORY=x|y|y Parameters x: Text (Ability Category Pool) y: Text (Ability name) y: TYPE=Text (Ability TYPE) What it does Presents a pipe (|) delimited list of abilities from which the user selects one to be granted. The ability granted will be assigned to the ability category pool specified. NOTE: While multiple categories can be defined currently, this syntax is strongly discouraged as the results may be unpredictable. Example ABILITY:CATEGORY=FEAT|Weapon Focus (Greataxe) Would grant the “Greataxe Weapon Focus” feat.

## CATEGORY (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax CATEGORY:x Parameters x: Text (Ability category name.). What it does Used to define the “parent” ability category that the new category is a sub-category of. The parent category must exist and be loaded into PCGen. For abilities that use MULT:YES , the parent category must be defined without a TYPE in order to funtion properly, with respect to the MULT:YES tag. This tag is optional. Example CATEGORY:Feat The parent ability category for this category is Feat.

## CATEGORY2 (Data: abilities.lst)

Status None Syntax CATEGORY:x Parameters x: Text (Ability category) *** Updated 5.13.6 What it does This is the Ability Category that the ability belongs to. The ability category is a broad group of abilities, defined in the game mode. An ability’s key name need only be unique within its category. Examples CATEGORY:SpecialAttack This ability is part of the “SpecialAttack” ability category. CATEGORY:Feat This ability is part of the “Feat” ability category, which is a special case of abilities that can be selected as feats.

## CCSKILL (Global: OTHER)

Status None Syntax CCSKILL:x|x Parameters x: Text (<Skill Name>) x: Text (Type.<Skill Type>) 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..

## CCSKILLMAX (Game Mode: level.lst)

Status None Syntax CCSKILLMAX:x Parameters x: Number or Formula (Skill Rank) What it does Sets the maximum rank for cross class skills. Examples CCSKILLMAX:(LEVEL+3)/2 The standard formula for maximum cross-class skill ranks for the R/SRD.

## CHANGEPROF (Global: OTHER)

Status New 5.3.13 Syntax CHANGEPROF:x,x=y|x,x=y Parameters x: Text (Name of weapon) x: TYPE.Text (weapon type) y: Text (Category of Proficiency to change to) What it does Changes named or types of weapons to new Proficiency category. Valid everywhere. 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.

## CHARACTERTYPES (Game Mode: miscinfo.lst)

Status New 5.17.12 Syntax CHARACTERTYPES:x|x Parameters x: Text (Character type, e.g. PC, NPC, etc.). What it does Lists the character types that are avsilable in the gamemode. Example CHARACTERTYPES:PC|NPC The character types available on this gamemode are "PC" and "NPC".

## CHARGES (Data: equipment_modifiers.lst)

Status None Syntax CHARGES:x|y Parameters x: Number (Minimum number of charges) y: Number (Maximum number of charges) What it does Sets the charges for a magic item. Example CHARGES:1|50 Sets the charges for a magic item at a minimum of 1 and maximum of 50.

## CHECK (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:CHECK|x|x Parameters x: Text (Check by KEY) x: FEAT=Text (Feat, by name or key) x: TYPE=Text (Check type) x: !TYPE=Text (Prohibited check type) x: ALL What it does This will produce a list of checks (e.g. Will, Reflex, etc). Use of the FEAT subtag will provide the stat selected by the referenced feat. The feat referenced must contain a CHOOSE:CHECK tag. Criteria can be logically combined by using the comma (,), logical AND , and the pipe (|), logical OR .

## CHECKNAME (Game Mode: statsandchecks.lst)

Status None Syntax CHECKNAME:x Parameters x: Text (The name for the check you wish to use). What it does Defines checks to later be used for saving throws. Example CHECKNAME:Fortitude Defines “Fortitude” as a valid check. Where it is used CHECKNAME Line.

## CHECKS (Global: BONUS)

Status deprecated 6.03.00 - Remove for 6.6 - Use BONUS:SAVE Syntax BONUS:CHECKS|x,x|y Parameters x: Text (Check name) x: BASE.Text (Check name) x: ALL y: Number, variable or formula (Save Bonus) What it Does Adds to the indicated check. Using the BASE.x syntax adds to indicated base check (normally only used in class progressions). Valid checks, e.g. Fortitude,Reflex,Will, are defined in the GameMode. Substitution is allowed through the use of %LIST .

## CHECKSMAXLEVEL (Game Mode: miscinfo.lst)

Status New 5.4 Syntax CHECKSMAXLEVEL:x Parameters x: Number (maximum level a characters base-saves may progress to). What it does Specifies the maximum level a characters base-saves may progress to. Example CHECKSMAXLVL:20 Sets the maximum level a characters base-saves may progress to at 20.

## CHOICE (Data: classes.lst)

Status None Syntax CHOICE:x|y Parameters x: DESCRIPTOR x: SCHOOL x: SUBSCHOOL y: Text (Descriptor, school, or subschool name) *** Updated 5.13.x What it does Indicates the specialty, by descriptor, school, or subschool, applicable to the subclass/specialty selected. All descriptors, schools, and subschools used within the loaded lst files are valid choices. Note: Due to the diversity of publishers and material we support, we cannot list all descriptors, schools, or subschools available.

## CHOOSEEQUIPMENT (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:EQUIPMENT|x,x Parameters x: Text (Equipment name) x: TYPE=Text (Type Name) *** New 5.10.1 RC3 What it does Will present a list of equipment, by name and/or type. At least one (1) piece of equipment or equipment type must be designated for this tag to function properly. There is no specific weapon chooser. Example CHOOSE:EQUIPMENT|TYPE=Goods A list of all equipment of type ‘Goods’. CHOOSE:EQUIPMENT|TYPE=Martial|TYPE=Finessable A list of all equipment of types ‘Martial’ and ‘Finessable’.

## CHOOSELANGAUTO (Data: templates.lst)

Status None Syntax CHOOSE:LANGAUTO:x|x Parameters x: Text (Language Name) What it does This is a pipe-delimited (|) list of languages for the character to choose from that are automatically granted and do not count against the language limit determined by an ability score/stat. .MOD Behavior: When modifying a template with the .MOD tag, the data included in this tag will be overwritten by the new CHOOSE:LANGAUTO tag if one is included in the modification.

## CHOOSESKILL (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:SKILL|x|x|y Parameters x: Text (Skill name) x: TYPE=Text (Skill type) y: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does You get a pop-up dialogue that allows you to select a “Skill” from the presented list. Note: This will only bring up the chooser if invoked from the Temporary Bonus tab. Example CHOOSE:SKILL|Climb|Jump|Balance|Tumble|TITLE=Acrobatics Skill Bonus Will let you select “Climb”, “Jump”, “Balance”, or “Tumble” as an “Acrobatic Skill Bonus”.

## CLASS (Data: campaign.pcc)

Status None Syntax CLASS:x Parameters x: Text (File path) What it does Tells PCGen to load the classes list file specified. Example CLASS:fhbclasses.lst

## CLASS (Data: classes.lst)

Status None Syntax CLASS:x Parameters x: Text *** Updated 5.13.6 What it does This tells PCgen the class name and sets up the relationships with skills and spells. This line can be entered twice in a single class entry (appear on 2 separate lines) for purposes of making the lines easier to read in an editor (so as to not have to scroll forever to reach the end of the class line).

## CLASS (Data: starting_kits.lst)

Status New 5.9.3 Syntax CLASS:x Parameters x: Text (Class name) What it does Grants the character the specified class. Used in conjunction with the LEVEL tag. Examples CLASS:Warrior <tab> LEVEL:2 Would grant the character two levels of the Warrior class. CLASS:Fighter <tab> LEVEL:4 <tab> PRECLASS:1,Fighter=1 Would grant four levels of Fighter if the character has at least one level in Fighter already.

## CLASS (Global: CHOOSE)

Status Updated 5.17.4 Syntax CHOOSE:CLASS|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Class name or key) x: FEAT=Text (Feat, by name or key) x: SPELLTYPE=Text (Spell type) x: SPELLCASTER x: TYPE=Text (Class type) x: !TYPE=Text (Prohibited ability type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does Will present a list of classes that matche the stipulated criteria. Using the FEAT=Text sub-tag will provide a list of classes chosen by the referenced feat.

## CLASS (System: bio/biosettings.lst)

Status None Syntax CLASS:x,x[BASEAGEADD:y] Parameters x: Text (Class name) y: Number (The die-roll to be added to the BASEAGE based upon the class) What it does Used in AGESET:0 to define the number of years to add to the base age, for each character class of this race. Example CLASS:Barbarian,Rogue,Sorcerer[BASEAGEADD:1d4] If the class is “Barbarian”, “Rogue” or “Sorcerer” than the add 1d4 to the base age.

## 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.

## CLASSES (Data: spells.lst)

Status Updated 5.11.11 Syntax CLASSES:x,x=y|x,x=y Parameters x: Text (Class name) x: ALL (All classes) x: TYPE.Text (Class type) x: .CLEARALL y: Number (Spell level) What it does This indicates that this spell is the indicated level for the named class. Sub-classes may be listed as part of this tag but MUST also be included in a SPELLLIST tag in the appropriate class file object. For example, if the “Enchanter” subclass is included as part of a CLASSES tag in a spell, there must be an “Enchanter” subclass defined in a loaded class file.

## CLASSSKILLS (Data: classes.lst)

Status None Syntax ADD:CLASSSKILLS|x|y,y Parameters x: Number, Variable or Formula (Number of choices granted. Optional) y: Text (Name of skill) y: TYPE=Text (Type of skill) y: ALL y: ANY y: CROSSCLASSSKILLS y: UNTRAINED y: TRAINED y: EXCLUSIVE y: NONEXCLUSIVE y: AUTORANK=Number (Number of ranks) *** Added 5.11.11 What it does Adds a number (x) of skills selected from the presented list (y) to the character’s class skills list. If a number (x) of choices allowed is not included, “1” is assumed.

## CLASSTYPE (Data: classes.lst)

Status Deprecated 6.05.1 Syntax CLASSTYPE:x Parameters x: Text (a class type as defined in the game mode). What it does Specifies a class type defined in the game mode that is used to determine CR for creatures with this class. Example CLASSTYPE:PC The PC class type is used to determine the CR for a creature with this class.

## CLASSTYPE (Game Mode: miscinfo.lst)

Status None Syntax CLASSTYPE:x Parameters x: Text (Contains the Class Type.) Pre defined CLASSTYPEs: PC NPC Prestige Monster What it does Indicates which type of Class will have some default rules changed around the areas of CR Formula, Monster Classification and XP Penalties. Example CLASSTYPE:PC Indicates that classes of type PC will be affected by some additional rules for this game mode.

## CLEAR (Global: ADD)

Status Updated 5.11.11 Syntax ADD:.CLEAR Parameters x: Number (Class level) Tag Name: ADD:.CLEAR.LEVELx What it does Used to clear an ADD tag. Can be used in conjunction with the .MOD tag to alter a class or other objects. Using an ADD.CLEAR.LEVELx on a class line or on a level line where the level does not equal X will result in a warning, and may not be supported in the future. Example ADD:.CLEAR.LEVEL2 If this were used in a CLASS:Rogue.MOD line it would clear the ADD:FEAT(Evasion, Improved Evasion) tag normally found there and allow you to add a new one, perhaps: ADD:FEAT (Evasion,Improved Evasion,Shadow) .

## CLEAR (Global: OTHER)

Status None Syntax x.CLEAR.y Parameters x: Text (Tag to be cleared) y: Text (Name of object being cleared, Optional)) The .CLEAR Tag What it does This tag is used in conjunction with the .MOD and .COPY tags and may not be used for “Run-Time” changes. This tag is also useful in CLASS lines. See SAB tag documentation. Tags that can have multiple items, such as TYPE , or tags that can be used multiple times can be eliminated.

## COMBAT (Global: BONUS)

Status Updated 6.03.04 Syntax BONUS:COMBAT|x|y Parameters x: AC x: ATTACKS x: BAB This sub-token is deprecated - Use BASEAB instead. x: BASEAB x: DAMAGE.Text (Weapon or damage type) x: DAMAGEMULT:Number (0 for off-hand, 1 for primary, and 2 for two-handed) x: DAMAGESIZE x: DAMAGE-SHORTRANGE x: EPICAB x: INITIATIVE x: REACH x: RANGEPENALTY x: SECONDARYATTACKS x: SECONDARYDAMAGE x: TOHIT x: TOHIT.Text (Weapon type) x: TOHIT-PRIMARY x: TOHIT-SECONDARY x: TOHIT-SHORTRANGE y: Number, Variable or Formula (Bonus value) What it Does Adds to indicated combat bonus, i.e.: Using the AC syntax adds to the armor class.

## COMPANIONLIST (Global: OTHER)

Status New 5.11.0 Syntax COMPANIONLIST:x|y,y|z Parameters Variables used (x): Text (Companion Type) Variables used (y): Text (Companion Race) Variables used (y): RACETYPE=Text (Companion Race Type) Variables used (y): RACESUBTYPE=Text (Companion Race Subtype) Variables used (y): ANY Variables used (z): FOLLOWERADJUSTMENT:Number (Level Adjustment) What it does Adds a specific race or races to the list of available companions for the specified companion type. PRExxx tags can be added at the end of COMPANIONLIST tags, PRExxx tags are checked against the master.

## COMPANIONMOD (Data: campaign.pcc)

Status None Syntax COMPANIONMOD:x Parameters x: Text (File path) What it does Tells PCGen to load the companion modifiers list file specified. Example COMPANIONMOD:foocompanionmods.lst

## COMPS (Data: spells.lst)

Status Updated 5.11.12 Syntax COMPS:x Parameters x: Text (V, S, M, DF) What it does Lists the types of spell components required for this spells (Verbal, Somatic, etc). Example COMPS:V S This spell has “Verbal” and “Somatic” components. SpellFoo <tab> COMPS:.CLEAR <tab> COMPS:V <tab> COMPS:S The spell SpellFoo has its COMPS cleared and “Verbal” and “Somatic” components added. .MOD Example (Appending): Initial Spell: <spell name> <tab> COMPS:V S Modified By: <spell name>.MOD <tab> COMPS:M Is Equivalent To: <spell name> <tab> COMPS:V S|M The associated spell’s spell components include “Verbal”, “Somatic”, and “Material” components.

## CONCENTRATION (Global: BONUS)

Status New 5.17.7 Syntax BONUS:CONCENTRATION|x|y Parameters x: Text (Class name) x: ALLSPELLS x: DESCRIPTOR.Text (Spell descriptor name) x: DOMAIN.Text (Domain name) x: SCHOOL.Text (School name) x: SPELL.Text (Spell name) x: SUBSCHOOL.Text (Subschool name) x: TYPE.Text (Class type) y: Number, variable or formula (Number to add to caster level) What it Does Adds to the base concentration bonus for spells, both innate racial spells and those granted by spellcasting class, per the criteria identified.

## CONTAINS (Data: equipment.lst)

Status None Syntax CONTAINS:x|y=z Parameters x: Number (Weight held) y: Text (Item type) y: Total z: Number (Quantity allowed) *** Updated 5.14.0 What it does This tag is used to define how much, by weight and what type of object, a container can hold. Any object with CONTAINS must also include a TYPE:Container tag for the CONTAINS tag to be activated. The first parameter (x) is the maximum weight the container can hold.

## CONTAINS (Game Mode: equipmentslots.lst)

Status None Syntax CONTAINS:x,x=y Parameters x: Text (Equipment type) y: Number (Number of such types the slot can hold) What it does This tag follows the EQSLOT tag and sets what equipment type, and how many, the slot holds. Multiple equipment types may be included in a comma-delimited (,) list. Example CONTAINS:Eyegear=1 This slot can hold 1 item of type Eyegear. CONTAINS:Armor,Robe=1 This slot can hold 1 item of type Armor or Robe.

## CONTEXT (Game Mode: miscinfo.lst)

Status None Syntax CONTEXT:x Parameters x: Text (Contains the file path and filename of the context help file for the TAB at the beginning of the line). What it does Indicates which help file will be displayed for context help for the associated TAB. Example CONTEXT:sectionheadingpages\walkthroughpages\Main\maintabability.html Indicates which help file will be displayed for context help for the associated TAB. Where it is used TAB Line.

## COPY (Global: OTHER)

Status Updated 5.13 Syntax w|x.COPY=y Parameters w: CATEGORY=Text (Ability category. Used only when copying abilities.) x: Text (Object name) y: Text (Copied object’s name) The .COPY Tag What it does Copies a LST object, creating a new object with the same properties as the original object. When copying abilities you reference the ability by its “category”, i.e. CATEGORY=<category> , and its name, or “key”. The name of the object must match EXACTLY the existing object, i.e.

## COPYMASTERBAB (Data: companion_mods.lst)

Status None Syntax COPYMASTERBAB:x Parameters Variables used (x): Number, Variable or Formula (Base Attack Bonus granted) Variables used (x): MASTER What it does Substitutes the follower’s normal Base Attack Bonus (BAB) with the value specified. MASTER is a special sub-tag which passes the value of the Master’s BAB. Example COPYMASTERBAB:MASTER Uses the Master’s BAB Where it is Used FOLLOWER Line

## COPYMASTERCHECK (Data: companion_mods.lst)

Status None Syntax COPYMASTERCHECK:x Parameters Variables used (x): MASTER What it does Gives the creature the same checks as the master. Example COPYMASTERCHECK:MASTER Uses the base master checks Where it is Used FOLLOWER Line

## COPYMASTERHP (Data: companion_mods.lst)

Status None Syntax COPYMASTERHP:x Parameters Variables used (x): Number, Variable or Formula (Hit Points granted) Variables used (x): MASTER What it does Substitutes the follower’s normal Hit Points (HP) with the value specified. MASTER is a special sub-tag which passes the value of the Master’s HP. Example COPYMASTERHP:MASTER/2 Gives the creature half the master’s hit points COPYMASTERHP:max(1,MASTER/2) Gives the creature half the master’s hit points or 1, whichever is higher.

## COPYRIGHT (Data: campaign.pcc)

Status None Syntax COPYRIGHT:x Parameters x: Text (Copyright information) What it does Used to display copyright information when a source is selected in the source selection page. Sources included with PCGen should have the copyright information from section 15 of the Open Game License included in the source reproduced verbatim. An additional entry should be made listing all who worked on the PCGen conversion in the format shown below. Example COPYRIGHT:PCGen dataset conversion for "X Book" Copyright XXXX-YYYY, PCgen Data Team including, but not limited to, "Original Author", "Any secondary authors".

## COST (Data: abilities.lst)

Status None Syntax COST:x Parameters x: Number (ability point cost) *** Added 5.11.x What it does This is how many ability points the ability costs. A decimal value, as the example below, would mean that it only costs 1⁄2 an ability point. .MOD Behavior: When modifying an ability with the .MOD tag, given an existing COST tag, the data included in a new COST tag will overwrite the existing tag data.

## COST (Data: classes.lst)

Status None Syntax COST:x Parameters x: Number *** New 5.3.3 What it does Indicates the cost (how many prohibited schools must be selected) of this specialty or subclass (0 is default). Example COST:2 The subclass has a cost of 2. Where it is used Subclass Line ( REQUIRED to be on each SUBCLASS line).

## COST (Data: equipment.lst)

Status None Syntax COST:x Parameters x: Number (gold coin cost) What it does The cost of the item. Example COST:5 Item costs 5 gold pieces.

## COST (Data: equipment_modifiers.lst)

Status None Syntax COST:x Parameters x: Number (Cost or Formula) What it does The cost applied to the item after resizing it. Formulas can be used with this tag, and valid variables for the formulas are: ALTPLUSTOTAL - The total plus (+) for the second head on a double weapon. Will return zero (0) if there is no second head. BASECOST - The unmodified cast value of the equipment. CRITMULT - The critical multiplier of the weapon.

## 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.

## COST (Data: spells.lst)

Status Updated 6.3.0 Syntax COST:x Parameters x: Number (Component Cost) x: .CLEAR What it does This tag identifies the cost of the spell’s components. .CLEAR is used to clear the cost of a spell’s components. Example COST:300 .MOD Example (Overwriting): Initial Spell: <spell name> <tab> COST:300 Modified By: <spell name>.MOD <tab> COST:150 Is Equivalent To: <spell name> <tab> COST:150 The associated spell components cost 150 gp.

## COSTDOUBLE (Data: equipment_modifiers.lst)

Status None Syntax COSTDOUBLE:x Parameters x: Boolian (‘YES’ or ‘NO’) What it does This will double the BASECOST of an item being modified as long as it’s TYPE is not ‘MANTLE’, ‘POTION’, ‘SCROLL’, ‘STAFF’, or ‘WAND’. Abbreviations for ‘YES’ and ‘NO’ are not allowed. Example COSTDOUBLE:YES Cost of item is doubled.

## COSTPRE (Data: equipment_modifiers.lst)

Status None Syntax COSTPRE:x Parameters x: Number (Cost before resizing) What it does The cost applied to the equipment before resizing an item occurs. Example COSTPRE:100 Item cost is 100 gold before resizing.

## COUNT (Data: starting_kits.lst)

Status New 5.8 Syntax COUNT:x Parameters x: Number (Maximum number of choices to allow) What it does Sets the maximum number of choices that can be made from the list. This tag is optional; if not present it defaults to one. This tag will have no effect unless the primary tag contains a list. Where it is used Examples FEAT:Dodge|Improved Initiative|Alertness <tab> COUNT:2 Would allow the choice of two of Dodge, Improved Initiative, and Alertness.

## COVER (Data: campaign.pcc)

Status None Syntax COVER:x Parameters x: Text (Image file path) *** New 5.9.7 What it does Tells PCGen to load the image file specified. The image is displayed in the Source Tab in the Source Info panel when the dataset is selected. Example COVER:foohandbookcover.jpg

## CR (Data: races.lst)

Status None Syntax CR:x Parameters x: Number (Challenge rating) What it does Sets the Challenge Rating of the creature. For CR’s less than 1, fractions are used (1⁄2, 1⁄4, 1⁄8). .MOD Behavior: When modifying a race with the .MOD tag, given an existing CR tag, the data included in a new CR tag will overwrite the existing tag data. Note: CR’s using fractions must start with a “1/”. Expressions such as CR:3⁄4 or CR:0.5 will not work.

## CR (Data: templates.lst)

Status None Syntax CR:x Parameters x: Number (Challenge rating adjustment >0) What it does This is the amount the character’s challenge rating is increased by this template. .MOD Behavior: When modifying a template, with the .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.

## CRFORMULA (Game Mode: miscinfo.lst)

Status Updated 6.1.2 Syntax CRFORMULA:x Parameters x: Formula (a standard PCGen LST formula). What it does Specifies the formula to be used when calculating the CR, or “NONE” to define a class type for creatures that do not have a CR value, such als animal companions. Example CRFORMULA:CL CR for a class of this type is equal to CL (Class Level). Where it is used CLASSTYPE Line.

## CRITMULT (Data: equipment.lst)

Status None Syntax CRITMULT:x Parameters x: Text (Critical Modifier) What it does This is the weapon’s critical multiplier as outputted to the character sheet. The special character (-) is used to indicate no critical multiplier for the equipment. Example CRITMULT:x2 Item has a critical modifier of x2. CRITMULT:- Item has no critical modifier.

## CRITRANGE (Data: equipment.lst)

Status None Syntax CRITRANGE:x Parameters x: Number (Attack’s critical chance) What it does This is the weapon’s critical threat range. 1 = 20, 2 = 19 & 20, 3 = 18 - 20, etc Example CRITRANGE:2 Item criticals on roll of 19 or 20.

## CRMOD (Data: races.lst)

Status New 6.1.2 Syntax CRMOD:x.x|y Parameters x: Text (a class type as defined in the game mode). y: Formula (a standard PCGen LST formula). What it does Overrule the CRMODs from the game mode for creatures of the race. The CRMOD is set to the value of y for all class types specified as x Example CRMOD:PC.NPC|0 In the Pathfinder RPG, a drow noble’s CR is always equal to his character level.

## CRMOD (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax CRMOD:x Parameters x: Formula (a standard PCGen LST formula). What it does Specifies the CR reduction mandated by a certain class type. E.g., for Pathfinder, a character with PC classes has his CRFORMULA value reduced by 1 after adding up, a character with only NPC classes has his CRFORMULA formula value reduced by 2 after adding up. Example CRMOD:-1 CR will be reduces by 1 after all CRFORMULA values are added up.

## CRMODPRIORITY (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax CRMODPRIORITY:x Parameters x: Integer. What it does If a character has multiple classes with different class types (such as, for example, an aristocrat/fighter), this tag determines which CRMOD is applied. For Pathfinder, if a character has a PC class, the CRMOD is â€“1, but if he has ONLY NPC classes, the CRMOD is â€“2. Thus, the PC CRMOD takes priority. The CRMODPROIRITY tag determines the priority in a way that PCGen will choose the CRMOD with the lowest value of CRMODPROIRITY.

## CRSTEPS (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax CRSTEPS:x|x Parameters x: Text (a fractional CR). What it does Lists the “lower than CR 1” CRs in decreasing steps, so that PCGen can do correct CR reductions and return a string result as used in the rules. Example CRSTEPS:1⁄2|1⁄3|1⁄4|1⁄6|1⁄8 Descending CR values below CR 1.

## CRTHRESHOLD (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax CRTHRESHOLD:x Parameters x: Formula (a standard PCGen LST formula). What it does Defines the threshold beyond which further class levels are counted as 1 CR per level for non-key classes. Example CRSTEPS:BASECR Non-key class levels beyond a count of a creature’s base CR count as 1 full CR instead of 1⁄2 CR.

## CSKILL (Global: OTHER)

Status Updated 5.13.6 Syntax CSKILL:x|x Parameters x: Text (<Skill Name>) x: Text (Type=<Skill Type>) x: ALL x: LIST x: .CLEAR x: .CLEAR.Text What it does Grants the listed skills as class skills. When used in a Class LST object it grants the class skills only to the class it is actually in. When used in a Domain LST object it grants the class skills only to the classes that grant the domain.

## CSKILLMAX (Game Mode: level.lst)

Status None Syntax CSKILLMAX:x Parameters x: Number or Formula (Skill Rank) What it does Sets the maximum rank for class skills. Examples CSKILLMAX:LEVEL+3 The standard formula for maximum class skill ranks for the R/SRD.

## CT (Data: spells.lst)

Status New 5.11.6 Syntax CT:x Parameters x: Number (Casting Threshold) What it does This roll is applied/accumulated toward the Casting Threshold of the spell that the mage is casting. CT must be in integer >= 0 Example CT:41 This spell takes 41+ points to cast. .MOD Example (Overwriting): Initial Spell: <spell name> <tab> CT:25 Modified By: <spell name>.MOD <tab> CT:35 Is Equivalent To: <spell name> <tab> CT:35 The casting threshold of the associated spell is 35.

## CURRENCYUNIT (Game Mode: miscinfo.lst)

Status None Syntax CURRENCYUNIT:x Parameters x: Text (The name of the standard unit of currency for this game mode). What it does Sets the name for the standard currency. Example CURRENTCYUNIT:Credit Sets the currency unit to “Credit”.

## CURRENCYUNITABBREV (Game Mode: miscinfo.lst)

Status None Syntax CURRENCYUNITABBREV:x Parameters x: Text (The abbreviation for the name of the standard unit of currency for this game mode). What it does Sets the abbreviation for the name of the standard currency. Example CURRENTCYUNITABBREV:Cr Sets the abbreviated currency unit to “Cr”.

## DAMAGE (Data: equipment.lst)

Status None Syntax DAMAGE:x Parameters x: Text (Item Damage) What it does The damage that a weapon does, this is part of the character sheet output. Example DAMAGE:1d6 Item damage is 1d6.

## DAMAGEMULT (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax DAMAGEMULT:x=y,x=y Parameters x: Number (number of hands used to wield this weapon) y: Number (damage multiplier) What it does Used to compute damage multiplier for wielding with two hands vs one hand, etc. Example DAMAGEMULT:1=1,2=1.5 The damage multiplier becomes 1.5 if wielded two handed. Where it is used After a WIELDCATEGORY tag.

## DC (Global: BONUS)

Status Updated 5.5.5 Syntax BONUS:DC|x|y Parameters x: SPELL.Text (Spell name) x: ALLSPELLS x: CLASS.Text (Class name) x: DESCRIPTOR.Text (Spell descriptor) x: DOMAIN.Text (Domain name) x: FEATBONUS x: SCHOOL.Text (Spell school) x: SUBSCHOOL.Text (Spell subschool) x: TYPE.Text (Spell type) y: Number, variable or formula (DC increase) What it Does Adds to the Difficulty Class (DC) of spell(s) by name, class, descriptor, domain, school, subschool, or type. Use of ALLSPELLS adds to the DC of all spells.

## DEFAULTDATASET (Game Mode: miscinfo.lst)

Status Updated 5.15.13 Syntax DEFAULTDATASET:x,x|y Parameters x: Text (Default Data Set Name) y: Text (Displayed Data Set Name, Optional) What it does Sets the Default data Set used by the game mode. If the display name is set then the game mode will be displayed in the Load Sources dialog with that name. If no display name is provided then the default sources will not appear on the Load Sources dialog.

## DEFAULTUNITSET (Game Mode: miscinfo.lst)

Status New 5.9.1 Syntax DEFAULTUNITSET:x Parameters x: Text (Name of the Default unit Set) What it does Sets the Default Unit Set used by the game mode. Unit sets can be changed on the language tab of the preferences dialog. If this tag is not present the game mode will default to Imperial. Example DEFAULTUNITSET:Imperial Set Imperial as the Unit Set used by the game mode.

## DEFINELOCK (Global: OTHER)

Status deprecated 6.01.03 - Remove for 6.4 - Use DEFINESTAT Syntax DEFINE:LOCK.x|y Parameters x: Ability Score (STR, DEX, CON, INT, CHA, WIS or other stat defined in the gameMode) 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.

## DEFINEMAXLEVELSTAT (Game Mode: statsandchecks.lst)

Status None Syntax DEFINE:MAXLEVELSTAT:x|y Parameters x: Text (stat abbreviation). y: formula (formula that gives the desired maximum). What it does Determines the maximum level of spell/ability you can use based on the referenced stat. The only known hardcode VAR with a = in it. Example DEFINE:MAXLEVELSTAT:WIS|WISSCORE-10 Maximum spell level is Wisdom -10 (<ABB>SCORE is the variable name for the stat value). Where it is used STATNAME Line.

## DEFINESTAT (Global: OTHER)

Status New 6.01.03 Syntax DEFINESTAT:x|y|z Parameters x: LOCK x: UNLOCK x: NONSTAT x: STAT x: MINVALUE x: MAXVALUE y: Text (Stat defined in loaded gameMode) z: Number or Formula What it does This tag will lock or unlock the value of an ability score. Using LOCK will lock the designated ability score (y) to the value (z) regardless of any other bonuses to that ability score except for those applied by the BONUS:LOCKEDSTAT tag.

## DEFINEUNLOCK (Global: OTHER)

Status deprecated 6.01.03 - Remove for 6.4 - Use DEFINESTAT Syntax DEFINE:UNLOCK.x Parameters 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. Example Conversion to DEFINESTAT tag DEFINE:UNLOCK.CON becomes DEFINESTAT:UNLOCK|CON

## DEITY (Data: campaign.pcc)

Status None Syntax DEITY:x Parameters x: Text (File path) What it does Tells PCGen to load the deities list file specified. Example DEITY:foodeities.lst

## DEITY (Data: classes.lst)

Status None Syntax DEITY:x Parameters x: Text What it does The list that the character may follow, it is | (pipe) delimited and defaults to ANY if not present Examples DEITY:Zeus Class may only have “Zeus” as its Deity. DEITY:Zeus|Athena Class may have “Zeus” or “Athena” as its Deity. Where it is used Class Line.

## DEITY (Data: starting_kits.lst)

Status New 5.9.3 Syntax DEITY:x Parameters x: Text (Name of Deity) What it does Sets character’s Deity if qualified. Example DEITY:Kong Sets character’s Deity to “Kong”.

## DEITY (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:DEITY|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Deity name or key) x: ALIGN=Text (Alignment abbreviation) x: FEAT=Text (Feat, by name or key) x: PANTHEON=Text (Pantheon name) x: TYPE=Text (Deity type) x: !TYPE=Text (Prohibited deity type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does Will present a list of deities that matches the stipulated criteria. Using the ALIGN=Text sub-tag will provide a list of deities of the referenced alignment.

## DEITYWEAP (Data: deities.lst)

Status Updated 6.3.0 Syntax DEITYWEAP:x|x Parameters x: Text (Weapon Name) x: ANY x: .CLEAR What it does This is a | (pipe) delimited list of the deity’s favored weapon(s). (or a choice of one of the weapons if more than one is listed). ANY will produce a list of all loaded proficiencies for the War domain. The Weapon name MUST match exactly what is listed in the weapon proficiencies list file.

## DESC (Data: campaign.pcc)

Status None Syntax DESC:x Parameters x: Text (Information) *** New 5.13.9 What it does Provides text information that is displayed in the Source Information Panel, on the Source Tab, when the source material is selected. This tag shall be used only once per pcc. This text will appear just below the cover image (if there is one) or the CAMPAIGN header (if there is no cover image). The text is a short description of the selected source such as one might find at amazon.com or other book/pdf seller.

## DESC (Global: OTHER)

Status Updated 6.01.3 Syntax DESC:x Parameters x: Text (ability description) x: Text (deity description) x: Text (domain description) x: Text (equipment description) x: Text (feat description) x: Text (spell description) What it does The DESC tags provides a description appropriate for the object it is attached to, i.e. ability, deity, domain, equipment, feat, or spell. PRExxx tags can be used with the DESC tag. Multiple DESC tags per line are allowed with all qualifying DESC tags being concatonated for output and separated by spaces.

## DESCISPI (Global: OTHER)

Status None Syntax DESCISPI:x Parameters 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.

## DESCRIPTOR (Data: spells.lst)

Status Updated 5.11.13 Syntax DESCRIPTOR:x|x Parameters x: Text (Spell type) x: .CLEAR What it does Reports what types the spell is and is used for specialist wizards to determine their favored school’s bonus spells. .CLEAR is used to clear all descriptors from a spell and can be followed by new descriptors to replace those cleared. Example DESCRIPTOR:Sonic|Acid|Evil This spell is of the “Sonic”, “Acid” & “Evil” types. DESCRIPTOR:.CLEAR|Fire This clears the spell list and replaces it with the “Fire” type.

## DEST (Data: install.lst)

Status None Syntax DEST:x Parameters x: Text (DATA or VENDORDATA) What it does The recommended install path for the source. Sources installed in the Data folder will be replaced in the next release of PCGen. Sources installed in Vendor Data will be retained through an upgrade process. Example DEST:DATA The dataset will be installed within the DATA folder in PCGen.

## DIESIZES (Game Mode: miscinfo.lst)

Status New 5.13.6 Syntax DIESIZES:x,x Parameters x: Number (Die size) x: MIN=Number (Minimum die size) x: MAX=Number (Maximum die size) What it does Used to define the scale used by the HITDIE tag to bump a character’s hit die up or down. The HITDIE tag is used in the Class , Race and Template files. MIN=x sets the lowest hit die size the “%downNumber” HITDIE function allow. MAX=x sets the highest hit die size the “%upNumber” HITDIE function will allow.

## DISPLAYLOCATION (Game Mode: miscinfo.lst)

Status New 5.13.2 Syntax DISPLAYLOCATION:x Parameters x: Text (The sub tab name or key to the sub tab name) What it does Used to define the name of the sub-tab that the ability category will be displayed on. The tag allows related categories to be grouped onto the same subtab. This tag is optional, and if not present the ability category’s plural name will be used instead. Support for internationalization can be achieved by using a sub-tab key in the form of “in_<name>”, i.e.

## DISPLAYNAME (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax DISPLAYNAME:x Parameters x: Text (The name or key to the name) What it does Used in ABILITYCATEGORY lines to define the displayed name for this category. If this tag is set to in_name (ie: in_feat) it will pull the name from the language files (for internationalization). Example DISPLAYNAME:in_feat The displayed name for the category is the value in the selected language for the key in_feat. Where it is used Used in ABILITYCATEGORY lines.

## DISPLAYORDER (Game Mode: miscinfo.lst)

Status None Syntax DISPLAYORDER:x Parameters x: Number (Order of priority) What it does Used to determine order of display in the Game Mode/Campaign menu. Example DISPLAYORDER:1 The Game Mode/Campaign menu will show this as the first Game Mode.

## DISPLAYVARIABLENAME (Game Mode: miscinfo.lst)

Status None Syntax DISPLAYVARIABLExNAME:y Parameters x: Number (Variable number, 1, 2, or 3) y: Text (Variable name) What it does This tag identifies variables to be displayed on the Class Tab. The variable name must match a valid DEFINE tag for the variable to be displayed. Up to 3 variables can be displayed in this manner. Example DISPLAYVARIABLE1NAME:1 The ActionRemain variable will be displayed on the Class Tab.

## DISPLAYVARIABLETEXT (Game Mode: miscinfo.lst)

Status None Syntax DISPLAYVARIABLExTEXT:y Parameters x: Number (Variable number, 1, 2, or 3) y: Text (Variable label) What it does This tag provides the label to use for a matching variable being displayed as part of the DISPLAYVARIABLExNAME tag. Up to 3 variables can be displayed in this manner. Example DISPLAYVARIABLE1TEXT:1 The ActionRemain variable will be displayed on the Class Tab with a label of “Action Points”

## DISTANCEFACTOR (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax DISTANCEFACTOR:x Parameters x: Text (Distance factor). What it does Used in UNITSET lines to define the distance factor of the unit set. Distance is multiplied by the unit sets DISTANCEFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1. Example DISTANCEFACTOR:0.3 Defines the distance factor as “0.3”. Where it is used Used in UNITSET lines.

## DISTANCEPATTERN (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax DISTANCEPATTERN:x Parameters x: Text (Distance unit pattern). What it does Used in UNITSET lines to define the distance unit pattern of the unit set. The ‘pattern’ string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here . Example DISTANCEPATTERN:# Defines the distance unit abbreviation as “#”.

## DISTANCEUNIT (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax DISTANCEUNIT:x Parameters x: Text (Distance unit abbreviation). What it does Used in UNITSET lines to define the distance unit abbreviation of the unit set. The string ‘unit’ is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with ‘~’. Example DISTANCEUNIT:ft. Defines the distance unit abbreviation as “ft.”. Where it is used Used in UNITSET lines.

## DOMAIN (Data: campaign.pcc)

Status None Syntax DOMAIN:x Parameters x: Text (File path) What it does Tells PCGen to load the domains list file specified. Example DOMAIN:foodomains.lst

## DOMAIN (Data: classes.lst)

Status Updated 6.3.0 Syntax DOMAIN:x|x Parameters x: Text What it does This grants additional domains, as listed, directly to the character. It is a pipe-delimited (|) list of domain names. If a domain is added on top of the character’s other normal domains, it will need to be paired with a BONUS:DOMAIN|NUMBER|x . This tag can use trailing PRExxx tags to provide prerequisites for the domains included in the associated DOMAIN tag.

## DOMAIN (Data: starting_kits.lst)

Status New 5.9.3 Syntax DOMAIN:x|x Parameters x: Text (Domain Name) What it does Sets character’s Domains if qualified. COUNT can be used to limit the number of choices granted by the kit. If not present the character can take as many as he is normally allowed. Where it is used DOMAIN must be used in lines that start with DEITY. Example DOMAIN:Animal Sets the character’s Domain to “Animal” if qualified.

## DOMAIN (Global: BONUS)

Status None Syntax BONUS:DOMAIN|NUMBER|x Parameters x: Number, variable or formula (Number of additional Domains) What it Does Add additional domain selections to the character. If this is in a CLASS with SPELLSTAT: and SPELLTYPE tags, it will also grant 1 spell per level from 1-9 that the class chose from the domains. Examples BONUS:DOMAIN|NUMBER|1 Character gains access to one additional Domain. BONUS:DOMAIN|NUMBER|3 Character gains access to three additional Domains.

## DOMAIN (Global: CHOOSE)

Status Updated 5.17.4 Syntax CHOOSE:DOMAIN|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Domain name or key) x: DEITY=Text (Deity name) x: FEAT=Text (Feat, by name or key) x: TYPE=Text (Domain type) x: !TYPE=Text (Prohibited domain type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does Will present a list of domains that match the stipulated criteria. Using the DEITY=Text sub-tag will provide a list of domains for the referenced deity. Using the FEAT=Text sub-tag will provide a list of domains selected by the referenced feat.

## DOMAINS (Data: deities.lst)

Status None Syntax DOMAINS:x,x Parameters x: Text (Domain Name) x: Text (‘ALL’) x: .CLEAR x: .CLEAR.Text (Domain Name) What it does This is a comma-delimited list of domains that the deity grants to it’s divine spell casting followers. The domain name MUST match the domain names listed in the domain list file. A domain entry of .CLEAR will remove all previously listed domains for the deity. A domain entry of .CLEAR.name will remove the domain called “name” from the deity’s domain list.

## DOMAINS (Data: spells.lst)

Status Updated 5.11.11 Syntax DOMAINS:x,x=y|x,x=y Parameters x: Text (Domain name) x: .CLEARALL y: Number (Spell level) What it does This indicates that this spell is the indicated level for the named domain. .CLEARALL will clear all classes or class/level pairs from the CLASSES tag. This tag can now be qualified with PRExxx statements. Please note that you must enclose the PRExxx statement with [ ] instead of the usual Pipe delineation.

## DONOTADD (Data: classes.lst)

Status Added 5.17.x Syntax DONOTADD:x|x Parameters x: HITDIE x: SKILLPOINTS What it does Suppresses the hit die and/or skill points for the associated level. Example 5 <tab> DONOTADD:HITDIE The character will not receive an additional hit die when reaching fifth level. Where it is used Class Level Line.

## DOWN (Game Mode: miscinfo.lst)

Status None Syntax DOWN:x,x Parameters Varibles used: (x) alpha numerical What it does This comma (,) delimited value determines the next die value in an incremental set Example DOWN:1d4,1d3,1d2,1 The next die in the progression will be 1d4, then 1d3 if chosen again, etc. Where it is used BASEDICE Line

## DR (Global: BONUS)

Status None Syntax BONUS:DR|x|y Parameters x: Text (Damage reduction type) y: Number, variable or formula (Damage reduction amount) What it Does Adds a bonus to a Damage Reduction type, previously defined by a standard DR tag (the BONUS tag needs to be coordinated with a DR:#/<string>). Example BONUS:DR|+1|10 If the +1 DR type was currently at 5/+1 this tag would add 10 making it 15/+1.

## DR (Global: OTHER)

Status None Syntax DR:x/y Parameters x: Number or Formula (Amount of Damage Reduction) y: Text (Damage Type that bypasses this Reduction) Prerequisites Allowed: Yes What it does This defines the damage reduction this feat/class/template/etc. bestows. Multiple damage types can be specified by separating them with “and” or “or” as appropriate. DR tags with the same damage types do not stack, only the DR tag with the highest value will be used.

## DURATION (Data: spells.lst)

Status None Syntax DURATION:x Parameters x: Text (Spell duration) What it does Reports the duration of the spell. Formulas can be parsed and the results replaced in the output by enclosing the variables and formulas within parentheses. CASTERLEVEL , a variable specifically designed for this purpose, is commonly used though other variables can be used as well. Because anything within parentheses is assumed to be a formula to be parsed, text containing parentheses must substitute brackets [ ] in place of parentheses.

## EDITABLE (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax EDITABLE:x Parameters x: Boolean (Yes or No) What it does Used in ABILITYCATEGORY lines to define whether this category of abilities is user-editable. If editable, the normal abilities may be added or removed by the user through the UI. Example EDITABLE:No Defines that abilities of this category can not be edited by the user. Where it is used Used in ABILITYCATEGORY lines.

## EDITPOOL (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax EDITPOOL:x Parameters x: Boolean (Yes or No) What it does Used in ABILITYCATEGORY lines to define if user editing of the category’s pool is allowed/disallowed. Example EDITPOOL:No Defines that the category’s pool can not be edited by the user. Where it is used Used in ABILITYCATEGORY lines.

## EDR (Data: equipment.lst)

Status None Syntax EDR:x Parameters x: Number (Integer greater than zero) *** Updated 5.14.0 What it does Sets the Effective Damage Resistance of an item. Example EDR:5 Item takes 5 points to destroy.

## ENCUMBRANCE (Game Mode: load.lst

Status None Syntax ENCUMBRANCE:w|x|y|z Parameters w: Text (Name of load category) x: Number (Multiplier - Portion of full load covered by encumbrance category) y: Text (Move formula. Optional) z: Number (Check Penalty) *** New 5.7.12 What it does This tag defines the Load Categories used by the output sheets and is set by gameMode. The ENCUMBRANCE tag expects either two or four parameters with parameters (y) and (z) being optional. If the move formula, parameter (y), is not included the gameMode’s default move formula will be used.

## EQBUILDER (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:EQBUILDER.SPELL|w|x|y|z Parameters w: Text (Spell Type, i.e. Arcane, Divine, Psionic, ANY, optional) x: SCHOOL.Text (School Name, optional) x: SUBSCHOOL.Text (Sub-School Name, optional) x: DESCRIPTOR.Text (Descriptor Text, optional) y: Number (Minimum Level, optional, default 0) z: Number (Maximum Level, optional, default MAX_LEVEL) *** Updated 5.14.0 What it does Allows the selection of magic/psionic spells/powers by specific type, school, sub-school, descriptor, and level, and then adds the spell/power to the item being modified.

## EQMARMORACCHECK (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMARMOR|ACCHECK|x|y Parameters x: Number, variable or formula (Armor check penalty) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the armor check penalty of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMARMOR|ACCHECK|3 Decreases the armor check penalty by 3. BONUS:EQMARMOR|ACCHECK|2|TYPE=Enhancement Decreases the armor check penalty by 2 by enhancement.

## EQMARMOREDR (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMARMOR|EDR|x|y Parameters x: Number, variable or formula (Damage resistance modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the EDR (Effective damage resistance) of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMARMOR|EDR|1 Makes the damage resistance for the armor 1 higher.

## EQMARMORMAXDEX (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMARMOR|MAXDEX|x|x Parameters x: Number, variable or formula (Max dex modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the maximum dexterity applicable to users of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMARMOR|MAXDEX|2 Increases maximum dexterity bonus of the armor by 2. BONUS:EQMARMOR|MAXDEX|2|TYPE=Enhancement Increases maximum dexterity bonus of the armor by 2, by enhancement.

## EQMARMORSPELLFAILURE (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMARMOR|SPELLFAILURE|x|y Parameters x: Number, variable or formula (Spell failure modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the spell failure percentage applicable to users of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMARMOR|SPELLFAILURE|-10 Decreases the spell failure chance of the armor by 10%. BONUS:EQMARMOR|SPELLFAILURE|-10|TYPE=Enhancement Decreases the spell failure chance of the armor by 10% by enhancement.

## EQMHANDS (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQM|HANDS|x|y Parameters x: Number, variable or formula (Number of hands) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the number of hands required for the item. See Global Bonus for more information on bonus types. Examples BONUS:EQM|HANDS|1 Sets the number of hands required by the item to one. BONUS:EQM|HANDS|-EQHANDS Sets the number of hands required by the item to zero.

## EQMOD (Data: equipment.lst)

Status None Syntax EQMOD:x|y|y.x|y|y Parameters x: Text (Equipment modifier KEY) y: Text (Variable values) y: Text (Chooser responses) What it does Applies the included eqmods to an item. The eqmods are a period-delimited (.) list of equipment modifier KEYs. Eqmods (x) may include a pipe-delimited (|) list of variable values (y) or chooser responses (y) determined by the built-in variables or choosers of the eqmod itself. See rsrd_equipmods_enhancing.lst for examples of eqmods.

## EQMOD (Data: starting_kits.lst)

Status New 5.9.2 Syntax EQMOD:x|y|y.x|y|y Parameters x: Text, period delimited (Equipment modifier name) y: Text, pipe delimited (Modifiers applied to the equipment modifier name) What it does A period (.) delimited list of equipment modifiers. Each element is a pipe (|) delimited list of strings. It calls an equipment mod to be applied to the base item. It will take the base item, and automatically apply the equipmod. Example EQMOD:Bane.Holy.Keen The equipment modifiers “Bane”, “Holy” and “Keen” (as seen in the item customizer in PCGen) are added to the granted equipment item.

## EQMWEAPONCRITRANGEADD (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|CRITRANGEADD|x|y Parameters x: Number, variable or formula (Critical range modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the critical range of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|CRITRANGEADD|1 Increases the critical threat range of the weapon by 1.

## EQMWEAPONCRITRANGEDOUBLE (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|CRITRANGEDOUBLE|x|y Parameters x: Number, variable or formula (Critical range modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the critical range of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|CRITRANGEDOUBLE|1 Doubles the critical threat range of the weapon. BONUS:EQMWEAPON|CRITRANGEDOUBLE|1|TYPE=NonStackingCrit Adds one to the non-stacking-critical threat range of the weapon.

## EQMWEAPONDAMAGESIZE (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|DAMAGESIZE|x|y Parameters x: Number, variable or formula (Damage size modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the damage size of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|DAMAGESIZE|1 Modifies the weapon’s damage as if it were 1 size larger.

## EQMWEAPONRANGEADD (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|RANGEADD|x|y Parameters x: Number, variable or formula (Range modifier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the range of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|RANGEADD|10 Adds 10 distance units to the weapon’s range. BONUS:EQMWEAPON|RANGEADD|5|TYPE=CONVERSION Adds 5 distance units to the weapon’s range by conversion.

## EQMWEAPONRANGEMULT (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQMWEAPON|RANGEMULT|x|y Parameters x: Number, variable or formula (Range multiplier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the range of the item. See Global Bonus for more information on bonus types. Example BONUS:EQMWEAPON|RANGEMULT|2 Doubles the range of the weapon.

## EQMWEIGHTADD (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQM|WEIGHTADD|x|y Parameters x: Number, variable or formula (Weight added) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the weight of the item. See Global Bonus for more information on bonus types. Example BONUS:EQM|WEIGHTADD|0.5 Adds half a weight unit to the item’s weight. BONUS:EQM|WEIGHTADD|-10|TYPE=Enhancement Subtracts 10 from the item’s weight due to enhancement.

## EQMWEIGHTDIV (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQM|WEIGHTDIV|x|y Parameters x: Number, variable or formula (Weight divisor) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the weight of the item. See Global Bonus for more information on bonus types. Example BONUS:EQM|WEIGHTDIV|2 Divides the weight of the item in half. BONUS:EQM|WEIGHTDIV|2|TYPE=Enhancement.REPLACE Divides the weight of the item in half, replaces the original amount by enhancement.

## EQMWEIGHTMULT (Data: equipment_modifiers.lst)

Status None Syntax BONUS:EQM|WEIGHTMULT|x|y Parameters x: Number, variable or formula (Weight multiplier) y: TYPE=Text (Bonus type. Optional.) What it Does Modifies the weight of the item. See Global Bonus for more information on bonus types. Example BONUS:EQM|WEIGHTMULT|2 Doubles the weight of the item. BONUS:EQM|WEIGHTMULT|1.2|TYPE=Enhancement Multiples the weight of the item by 1.2 by enhancement.

## EQSLOT (Game Mode: equipmentslots.lst)

Status None Syntax EQSLOT:x Parameters x: Text (Name of slot) What it does This is the first tag in an equipmentslot line and sets the name of the slot. It is followed by a CONTAINS tag and a NUMBER tag. Example EQSLOT:Eyes Sets the name of this slot as Eyes.

## EQUIP (Global: ADD)

Status New 5.11.11 Syntax ADD:EQUIP|x|y,y Parameters x: Number, Variable or Formula (Number of choices granted. Optional) y: Text (Name of item) y: TYPE=Text (Equiment type) What it does Will add a number (x) of equipment items from the presented list (y) to the character. The equipment list is a comma-delimited (“,”) list. If the count (x) is not used, one item to be added is assumed. Example ADD:EQUIP|1|Torch,Lantern Add one of either a “Torch” or a “Lantern” to the character.

## EQUIPBUY (Data: starting_kits.lst)

Status New 5.8 Syntax EQUIPBUY:x Parameters x: Number (Percentage) What it does This sets the percentage that the total cost of all the gear in the kit is discounted (or inflated by). If set to 0 the gear is granted for free. Example EQUIPBUY:0 The gear granted by the KIT is free. EQUIPBUY:50 The gear granted by the KIT is granted for half the normal cost. EQUIPBUY:200 The gear granted by the KIT is granted for twice the normal cost.

## EQUIPMENT (Data: campaign.pcc)

Status None Syntax EQUIPMENT:x Parameters x: Text (File path) What it does Tells PCGen to load the equipment list file specified. Examples EQUIPMENT:fooallequip.lst EQUIPMENT:fooequiparmorsshields.lst

## EQUIPMENT (Game Mode: migration.lst)

Status New 6.01.03 Syntax EQUIPMENT:x Parameters x: Text (Old Equipment Key) What it does This tag begins a equipment migration line and is used to identify the old equipment key as part of the migration to a new equipment key. The EQUIPMENT tag is used in conjunction with the NEWKEY and version tags. Example Kasari Gusoku

## EQUIPMENT (Global: CHOOSE)

Status New 6.03.02 Syntax CHOOSE:EQUIPMENT|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Equipment name or key) x: WIELD=Text (Equipment wield type) x: TYPE=Text (Equipment type) x: !TYPE=Text (Equipment type) x: ALL y: ANY (Default) y: OWNED y: QUALIFIED y: CARRIED y: EQUIPPED What it does Will present a list of equipment that matches the stipulated criteria. Using the WIELD=Text sub-tag will provide a list of equipment of the referenced wield type. The wield type must one of the following three types: Light, One-Handed, Two-Handed.

## EQUIPMOD (Data: campaign.pcc)

Status None Syntax EQUIPMOD:x Parameters x: Text (File path) What it does Tells PCGen to load the equipment modifiers list file specified. Example EQUIPMOD:fooequipmods.lst

## EXCHANGELEVEL (Data: classes.lst)

Status None Syntax EXCHANGELEVEL:w|x|y|z Parameters w: Text (Class Name) x: Number (Class level, minimum level required in donating class) y: Number (Class level, maximum levels donated from class) z: Number (Class level, lowest that donation can lower donating class level to) What it does Allows the exchange of levels from the current class to the specified class. Example EXCHANGELEVEL:Ex Paladin|11|10|1 Up to 10 levels of Ex Paladin can be exchanged as long as there were at least 11 levels of Ex Paladin available.

## EXCLASS (Data: classes.lst)

Status None Syntax EXCLASS:x Parameters x: Text (Class Name) What it does This is the class to which all current class levels are converted if the class prerequisites are no longer met. Example EXCLASS:Ex Monk If prerequisites are no longer met, the character becomes an “Ex Monk”. Where it is used Class Line.

## EXCLUDE (Data: campaign.pcc)

Status None Syntax (EXCLUDE:y|y) Parameters x: Text (Ability category) y: Text (LST object name) Tag Name: (EXCLUDE:CATEGORY=x,y,y|x,y,y) - Special syntax for feats and abilities What it does The EXCLUDE tag and its arguments are enclosed within a pair of parentheses. The tag will prevent the pipe-delimited list of LST objects from being loaded from the LST file the tag is associated with. The tag will not prevent other .pcc files from loading the same LST file.

## 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.

## EYES (System: bio/biosettings.lst)

Status None Syntax EYES:x|x Parameters x: Text (Eye Color) What it does The entries in this tag are used by the Description tabs randomizing function for the eye color for the associated race. Example EYES:Blue|Black|Brown|Gray Eyes may be Blue, Black, Brown or Grey.

## FACE (Data: races.lst)

Status None Syntax FACE:x,y Parameters x: Number (Space the creature occupies) y: Number (Optional, side space) What it does Describes how much space the creature takes up. For 3.0 rules this tag is used for the Face statistic. For 3.5 rules this tag is used for the Space statistic. If only one number is used it is assumed to represent all sides. .MOD Behavior: When modifying a race with the .MOD tag, given an existing FACE tag, the data included in a new FACE tag will overwrite the existing tag data.

## FACE (Data: templates.lst)

Status None Syntax FACE:x,y Parameters x: Number (Space the creature occupies >= 0) y: Number (Optional, side space >= 0) What it does Describes how much space the creature takes up. If only one number is used it is assumed to represent all sides. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing FACE tag, the data included in a new FACE tag will overwrite the existing tag data.

## FAVCLASS (Data: races.lst)

Status Updated 5.15.8 Syntax FAVCLASS:x|x.y Parameters x: Text (Base class name) x: ANY y: Text (Base class or sub-class name) What it does Determines the Race’s favored class. Classes with sub-classes must use the (x.y) syntax and must include the base-class name or the sub-class name. More than one class may be included as a pipe-delimited (|) list with all listed classes identified as “Favored”. Special type ‘ANY’ will grant the character’s highest level class as Favored.

## FAVCLASSCHOOSE (Data: races.lst)

Status Updated 5.15.8 Syntax FAVCLASS:CHOOSE:x|x.y Parameters x: Text (Base class name) x: ANY y: Text (Base class or sub-class name) What it does Determines the Race’s favored class. More than one class may be included, as a pipe-delimited (|) list, with all listws classes identified as “Favored”. Special type ‘ANY’ will grant the character’s highest level class as Favored. When ‘ANY’ is used no other class is allowed. Example FAVCLASS:CHOOSE:Wizard Race may select any sub-class of “Wizard” as the favored class.

## FAVOREDCLASS (Data: templates.lst)

Status None Syntax FAVOREDCLASS:x|x.y Parameters x: Text (Class name) x: ANY y: Text (Class or sub-class name) What it does Determines the Race’s favored class. Classes with sub-classes must use the (x.y) syntax and must include the base-class name or the sub-class name. More than one class may be included as a pipe-delimited (|) list with all listed classes identified as “Favored”. Special type ‘ANY’ will grant the character’s highest level class as Favored.

## FEAT (Data: campaign.pcc)

Status None Syntax FEAT:x Parameters x: Text (File path) Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 The FEAT file is deprecated. Use ABILITY instead. All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format. What it does Tells PCGen to load the feats list file specified.

## FEAT (Data: domains.lst)

Status Updated 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 The FEAT tag is deprecated. Use ABILITY instead. All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format. Updated 5.17.4 Tag Name: FEAT:x,x Variables Used (x): Text (Feat Name) What it does: This is a comma-delimited (,) list of feats granted to a character.

## FEAT (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:FEAT|x,x Parameters x: Text (Feat name) x: TYPE=Text (Feat type) What it does Will present a list of feats, by name and/or type. At least one (1) feat or feat type must be designated for this tag to function properly. Example CHOOSE:FEAT|TYPE=Fighter A list of all “Fighter” type feats will be presented.

## FEAT (Data: races.lst)

Status Updated 5.17.4 Syntax FEAT:x|x Parameters x: Text (Feat name) Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 The FEAT tag is deprecated. Use ABILITY instead. All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format. What it does This is a pipe-delimited (|) list of feats granted to a Race (also known as “bonus feats”).

## FEAT (Global: ADD)

Status New 5.11.11 Syntax ADD:FEAT|x|y,y Parameters x: Number, Variable or Formula (Number of choices granted. Optional) y: Text (Feat name) y: ALL (List of all feats.) y: TYPE=Text (Feat type) What it does Will add a number (x) of feats from the presented list of feats (y). The feat list (y) is a comma-delimited (“,”) list. Wildcards (%), e.g. Skill Focus(Craft%), can be used in this tag. If the parameter (x) is not used, the count defaults to “1”.

## FEAT2 (Global: CHOOSE)

Status New 5.17.3 Syntax CHOOSE:FEAT|w|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters w: TITLE=Text (Chooser title) x: Text (Feat by key) x: FEAT=Text (Feat by key) x: TYPE=Text (Feat type) x: !TYPE=Text (Prohibited Feat type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does This will produce a list of feats matching the stipulated criteria. Using the FEAT=Text sub-tag will provide a list of feats chosen by the referenced feat. The feat referenced must contain a CHOOSE:FEAT tag.

## FEATPOOL (Global: BONUS)

Status New 5.7.6 Syntax BONUS:FEAT|POOL|x Parameters x: Number, variable or formula (Number to add or subtract from the feat pool) FEATPOOL 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 - The FEATPOOL tag is deprecated. Use ABILITYPOOL instead. All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format.

## FEATSELECTION (Global: CHOOSE)

Status New 5.17.3 Syntax CHOOSE:FEATSELECTION|w|x|y|y[z]|y[x,x]|x,y,y[x],y[x,x] Parameters w: TITLE=Text (Chooser title) x: Text (Feat name or key) x: TYPE=Text (Feat type) x: !TYPE=Text (Prohibited Feat type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does This will produce a list of feats, resolved down to the internal feat selections, matching the stipulated criteria. Global qualifiers work for feats. Use of the qualifiers have the following effect: ANY - Will return a list of all feats.

## FINESSEABLE (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax FINESSEABLE:x Parameters x: Boolean (YES or NO) What it does Defines weather or not weapon finesse can be used with this wield category. Defaults to ‘No’. Example FINESSABLE:Yes Allows weapon finesse to be used with this wield category. Where it is used After a WIELDCATEGORY tag.

## FOLLOWER (Data: companion_mods.lst)

Status None Syntax FOLLOWER:x,x=y Parameters x: Text (Class name or Variable) y: Number (Class level or Variable value) What it does This is a comma delimited list of classes or variables. If the “master” meets the required level or value in the tag, then the companion gains all the benefits as described by the other tags in the line. Examples FOLLOWER:Paladin=5 True if PC is a Level 5 or greater “Paladin”.

## FOLLOWERS (Global: BONUS)

Status New 5.10.1+ Syntax BONUS:FOLLOWERS|x|y Parameters x: Text (The type of companion list to add to). y: Number, variable or formula (Number of additional followers of this type of companion the master can have) What it Does Adjusts the number of this type of companion the master can have. If the character has no FOLLOWERS tag of the same type this tag has no effect. Where it is used Global BONUS Example BONUS:FOLLOWERS|Familiar|1 A character is allowed 1 additional Familiar.

## FOLLOWERS (Global: OTHER)

Status New 5.11.0 Syntax FOLLOWERS:x|y Parameters x: Text (The type of companion the limit will apply to). 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.

## FORGET (Global: OTHER)

Status Updated 5.13 Syntax w|x.FORGET Parameters w: CATEGORY=Text (Ability category. Used only when modifying abilities.) x: Text (Object name or key) The .FORGET Tag What it does Completely removes a LST object from the loaded dataset. When forgeting abilities you reference the ability by its “category”, i.e. CATEGORY=<category> , and its name, or “key”. This tag has no other tags following it. The name of the object must match EXACTLY the existing object, i.e.

## FORMATCAT (Data: equipment_modifiers.lst)

Status None Syntax FORMATCAT:x Parameters x: FRONT x: MIDDLE x: PARENS *** New 5.11.0 What it does Defines how the equipment modifier’s name will be displayed when an equipment item name is being automatically generated. The valid values and their actions are listed below: FORMATCAT:FRONT - The eqmod name appears before the base equipment item name. FORMATCAT:MIDDLE - The eqmod name appears after the base equipment item name but before the parenthesis.

## FORWARDREF (Data: campaign.pcc)

Status New 5.15.10 Syntax FORWARDREF:x|y,y Parameters x: ABILITY=Text (Ability category) x: ARMORPROF x: CLASS x: DEITY x: DOMAIN x: EQMOD x: EQUIPMENT x: FEAT x: LANGUAGE x: RACE x: SHIELDPROF x: SKILL x: SPELL x: TEMPLATE x: WEAPONPROF x: CLASSSKILLLIST x: CLASSSPELLLIST x: DOMAINSPELLLIST y: Text (Object name) What it does This tag will suppress the “Unconstructed Object” error reports for the listed LST objects from appearing within the user interface.

## FRACTIONALPOOL (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax FRACTIONALPOOL:x Parameters x: Boolean (Yes or No) What it does Used in ABILITYCATEGORY lines to define if the pool can use fractional amounts. Example FRACTIONALPOOL:No Define that the category’s pool can only be a whole number. Where it is used Used in ABILITYCATEGORY lines.

## FREE (Data: starting_kits.lst)

Status New 5.8 Syntax FREE:x Parameters x: Property (YES or NO) What it does Grants this item for free. Example FREE:YES The item that appears on this line will be granted to the character without subtracting from the character’s available pool. Where it is used FEAT or SKILL line

## FUMBLERANGE (Data: equipment.lst)

Status None Syntax FUMBLERANGE:x Parameters x: Text (Equipment fumble range) *** Added 5.7.15 What it does This is text which indicates the equipments fumble or error range. This tag may also be used in EQMOD lines. If an equipment item has EQMODs, the FUMBLERANGE text from the EQMOD supersedes the text from the item itself (EQMODs applied to the primary weapon head trumps text in EQMODs applied to the secondary weapon head).

## FUMBLERANGE (Data: equipment_modifiers.lst)

Status None Syntax FUMBLERANGE:x Parameters x: Text (Equipment fumble range) *** New 5.7.15 What it does This is text which indicates the equipments fumble or error range. This tag may also be used in Equipment lines. If an equipment item has EQMODs, the FUMBLERANGE text from the EQMOD supersedes the text from the item itself (EQMODs applied to the primary weapon head trumps text in EQMODs applied to the secondary weapon head).

## FUNDS (Data: starting_kits.lst)

Status New 5.8 Syntax FUNDS:x Parameters x: Currency Abbreviation found in miscinfo file (i.e. gp, euro, dollars, etc) What it does Adds a specified amount of currency to the character’s cash pool in the Gear Sub-tab of the Inventory Tab. The FUNDS tag is paired with a QTY tag which is used to set the amount granted. When used in a FUNDS line QTY will take a number or formula with variables.

## GAMEMODE (Data: campaign.pcc)

Status None Syntax GAMEMODE:x Parameters x: Text (Name of GameMode) What it does This MUST be 2nd in the file. This tells PCGen what genre this is in PCGen and must be entered exactly as shown. The GAMEMODE tag is case-sensitive. Examples GAMEMODE:3e This PCC file uses the Third Edition SRD gamemode.

## GAMEMODEKEY (Game Mode: miscinfo.lst)

Status New 5.11.8 Syntax GAMEMODEKEY:x Parameters x: Text (Text you want as the key for the game mode). What it does Sets the key by which other objects can refer to the game mode. Allows the game mode to be named independantly of its folder name. Example GAMEMODEKEY:35e Defines the game mode as being 35e, no matter what its folder is called.

## GEAR (Data: starting_kits.lst)

Status None Syntax GEAR:x Parameters x: Text (Item name) What it does Grants the gear indicated to the character if they can afford to purchase it. Example GEAR:Sack Would put a “Sack” into the PC’s equipment if they can afford it.

## GENDER (Data: starting_kits.lst)

Status None Syntax GENDER:x Parameters x: Text (Gender designation) What it does Establishes the character’s/creature’s gender Valid gender designations (Male, Female, Neuter) are in defined in GameMode biosettings.lst file, SEX tag. Example GENDER:Male The character’s/creature’s gender is “Male”.

## GENDERLOCK (Data: templates.lst)

Status Updated 5.11.13 Syntax GENDERLOCK:x Parameters x: Text (Gender) What it does Sets the character’s gender and disables the ability to change it. Gender values are defined in Game Mode File > Bio Settings > SEX tag. .MOD Behavior: When modifying a template, with the .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 character’s gender is set to and locked as “Female”.

## GENRE (Data: campaign.pcc)

Status None Syntax GENRE:x Parameters x: Text (Genre) What it does This tells PCGen what genre this is. Eventually This will be used to filter sources. Example GENRE:Fantasy

## HAIR (System: bio/biosettings.lst)

Status None Syntax HAIR:x|x Parameters x: Text (Hair Color) What it does The entries in this tag are used by the Description tabs randomizing function for the hair for the associated race. Example HAIR:Blue|Black|Brown|Gray Hair may be Blue, Black, Brown or Grey.

## HANDS (Data: races.lst)

Status None Syntax HANDS:x Parameters x: Number (Number of Hands) What it does Determines the Number of Hands the creature has for purposes of Multiattack and Multidexterity. .MOD Behavior: When modifying a race with the .MOD tag, given an existing HANDS tag, the data included in a new HANDS tag will overwrite the existing tag data. Example HANDS:4 Race has four hands. .MOD Example: Initial Race: <race name> <tab> HANDS:2 Modified By: <race name>.MOD <tab> HANDS:4 Is Equivalent To: <race name> <tab> HANDS:4 Race now has four hands.

## HANDS (Data: templates.lst)

Status None Syntax HANDS:x Parameters x: Number (Number of Hands >= 0) What it does Determines the number of hands the creature has for purposes of multiattacks and multidexterity. .MOD Behavior: When modifying a template, with the .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”.

## HANDS (Data: weapon_proficiencies.lst)

Status None Syntax HANDS:x Parameters x: Number (Number of hands) p class=“status”> *** Updated What it does Determines the minimum number of hands required to use the weapon. Defaults to a value of 1. #IFLARGERTHANWEAPON is a flag that checks if the characters size is larger than the weapon. If true, the character is granted that prof. If not, the proficiency does not apply. Used for Exotic 1-Hand weapons that are martial if wielded with both hands.

## HANDS (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax HANDS:x Parameters x: Number (minimum number of hands) What it does Defines the minimum number of hands needed to wield the weapon for the wield category. Example HANDS:2 Weapon must be wielded with two hands. Where it is used After a WIELDCATEGORY tag.

## HD (Data: classes.lst)

Status None Syntax HD:x Parameters x: Number (4, 6, 8, 10, 12. default is 0) What it does This is the Hit Die used to determine hit points at each level gained. Example HD:10 The hit dice per level is 10. Where it is used Class Line.

## HD (Data: companion_mods.lst)

Status None Syntax HD:x Parameters x: Number (Hit Dice) What it does Gives the companion bonus hit dice of its creature type. Example HD:2 Defines the creature having two Hit Dice. Where it is Used FOLLOWER Line

## HD (Data: templates.lst)

Status Updated 5.11.11 Syntax HD:x:y:z Parameters x: Calculation (range or minimum natural Hit Dice) y: ANY valid Template or Global Token which can accept trailing PRE tags can be used z: Number or Text (Must be valid for the tag used) What it does The numeric values supplied are a range (1-3) or minimum (4+) hit dice the character must have before an ability is granted to the character. This is Natural Hit Dice, not character level.

## HD (Global: BONUS)

Status None Syntax BONUS:HD|x|y Parameters x: Property (MIN or MAX) y: Number, variable or formula (Number to increase the Hit Dice by) What it Does Increases character’s Hit Dice size. Valid only in Class lines. Example BONUS:HD|MAX|2 Increases maximum of the HD by two points (1d4 goes to 1d6). BONUS:HD|MIN|1 Increases the minimum of the HD by 1 point (1d4 goes to 1d3+1, for example, and 2 - 4 are the possibilities).

## HEIGHTFACTOR (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax HEIGHTFACTOR:x Parameters x: Number (Height Factor). What it does Used in UNITSET lines to define the height factor of the unit set. Height is multiplied by the unit sets HEIGHTFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1. Example HEIGHTUNIT:2.54 Defines the height factored as “2.54”. Where it is used Used in UNITSET lines.

## HEIGHTPATTERN (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax HEIGHTPATTERN:x Parameters x: Text (Distance unit pattern). What it does Used in UNITSET lines to define the distance unit pattern of the unit set. The ‘pattern’ string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here . Example HEIGHTPATTERN:# Defines the distance unit pattern as “#”.

## HEIGHTUNIT (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax HEIGHTUNIT:x Parameters x: Text (Height abbreviation). What it does Used in UNITSET lines to define the height unit abbreviation of the unit set. The string ‘unit’ is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with ‘~’. The string ‘ftin’ is hard-coded to give results of the format x’y”.

## HELP (Data: campaign.pcc)

Status None Syntax HELP:x Parameters x: Text (Internet address) What it does Provides an internet link to a web page for help with the source. The link can be accessed in the GUI by right clicking the source name in the source tab and selecting “Product Help…”. Example HELP:http://www.foogames.com/producthelp.html

## HIDDENEQUIPTYPES (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax HIDDENEQUIPTYPES:x|x Parameters x: Text (Equipment Type to hide in the GUI). What it does Any equipment type specified will not be displayed as a Type in the GUI. The equipment itself will still be visible. Examples HIDDENEQUIPTYPES:Standard|Resizable|Specific|Magic|Thief|Scribe|Wizard|Tools Hides the listed equipment Types within the GUI.

## HIDDENFEATTYPES (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax HIDDENFEATTYPES:x|x Parameters x: Text (Feat Type to hide in the GUI). What it does Any feat type specified will not be displayed as a Type in the GUI. The feat itself will still be visible. Examples HIDDENFEATTYPES:AttackOptions|ModifyAC| Hides the listed feat Types within the GUI.

## HIDDENSKILLTYPES (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax HIDDENSKILLTYPES:x|x Parameters x: Text (Skill Type to hide in the GUI). What it does Any skill type specified will not be displayed as a Type in the GUI. The skill itself will still be visible. Examples HIDDENSKILLTYPES:St|Co|Ag|Qu|Pr|SD|In|Re Hides the listed skill Types within the GUI.

## HIDETYPE (Data: campaign.pcc)

Status None Syntax HIDETYPE:x|y|y Parameters x: EQUIP (Equipment Types will be hidden) x: FEAT (Feat Types will be hidden) x: SKILL (Skill Types will be hidden) y: Text (Type to be hidden) *** New 5.9.1 What it does This tag will prevent the listed Types from appearing within the user interface while allowing it to be used internally by PCGen. This is useful when types need to be added for internal purposes but it is not desirable to have the type show in the GUI.

## HITDICEADVANCEMENT (Data: races.lst)

Status None Syntax HITDICEADVANCEMENT:x,x Parameters x: Number (Hit Dice) What it does The last number in the comma delimited list is the highest HD the creature can advance to, through HD advancement. Unlimited HD advancement is indicated by using an asterisk (*) in place of the final number. All the numbers preceding the last number each indicate the highest number of HD the creature can have before before its size increases by one category.

## HITDIE (Data: classes.lst)

Status None Syntax HITDIE:x Parameters x: Number (Hit Die size) x: %+Number (Amount added to Hit Die) x: %-Number (Amount subtracted from Hit Die) x: %*Number (Amount Hit Die is multiplied by) x: %/Number (Amount Hit Die is divided by) x: %upNumber (Amount Hit Die size is stepped up by) x: %downNumber (Amount Hit Die size is stepped down by) x: %HupNumber (Amount Hit Die size is stepped up by) x: %HdownNumber (Amount Hit Die size is stepped down by) *** Updated 5.13.6 What it does This tag can be used on a Class level line, a SUBCLASSLEVEL line or a SUBSTITUTIONLEVEL line to specify a Hit Die size which will be applied only that level.

## HITDIE (Data: races.lst)

Status None Syntax HITDIE:x|y Parameters x: Number (Hit Die size) x: %+Number (Amount added to Hit Die) x: %-Number (Amount subtracted from Hit Die) x: %*Number (Amount Hit Die is multiplied by) x: %/Number (Amount Hit Die is divided by) x: %upNumber (Amount Hit Die size is stepped up by) x: %downNumber (Amount Hit Die size is stepped down by) x: %Hup (Amount Hit Die size is stepped up by) x: %Hdown (Amount Hit Die size is stepped down by) y: CLASS=<class name> (Optional, Specific class the HITDIE will be applied to) y: CLASS.TYPE=<class type name> (Optional, Specific class type the HITDIE will be applied to) *** Updated 5.13.6 What it does Specifies the new Hit Die size granted to the creature.

## HITDIE (Data: templates.lst)

Status Updated 5.13.6 Syntax HITDIE:x|y Parameters x: Number (Hit Die size) x: %+Number (Amount added to Hit Die) x: %-Number (Amount subtracted from Hit Die) x: %*Number (Amount Hit Die is multiplied by) x: %/Number (Amount Hit Die is divided by) x: %upNumber (Amount Hit Die size is stepped up by) x: %downNumber (Amount Hit Die size is stepped down by) x: %Hup (Amount Hit Die size is stepped up by) x: %Hdown (Amount Hit Die size is stepped down by) y: CLASS=<class name> (Optional, Specific class the HITDIE will be applied to) y: CLASS.TYPE=<class type name> (Optional, Specific class type the HITDIE will be applied to) What it does Specifies the new Hit Die size granted to the creature by the template and retroactively recalculates hit points based on the new Hit Die size.

## HP (Global: BONUS)

Status None Syntax BONUS:HP|x|y Parameters x: ALTHP x: CURRENTMAX y: Number, variable or formula (Number to add to hit points, as defined in miscinfo.lst) What it Does Adds to the number of either the current maximum ( CURRENTMAX ) hit points or to the secondary ( ALTHP ) hit points. Both CURRENTMAX and ALTHP hit points are defined in the miscinfo.lst file. Example BONUS:HP|ALTHP|3 Adds three to the total secondary hit points.

## HPABBREV (Game Mode: miscinfo.lst)

Status None Syntax HPABBREV:x Parameters x: Text (What you would like your games primary HP equivalent to be abbreviated to). What it does Sets the HP abbreviation for the primary HP holder - Will be used in OS tokens eventually (Currently used by the Summary tab and HP button on the class tab). Examples HPABBREV:HP Sets the abbreviated primary hit point unit to “HP”. HPABBREV:EP Sets the abbreviated primary hit point unit to “EP”.

## HPFORMULA (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax HPFORMULA:x Parameters x: Formula (How to calculate total HP for a character). What it does The HPFORMULA tag is used to set the formula to use to calculate total HP for a character. The formula can use any valid JEP expressions. The formula can reference any variables defined for the character. Examples HPFORMULA:SKILLTOTAL=Endurance Sets the HP total for a character equal to its skill bonus in the Endurance skill.

## HPNAME (Game Mode: miscinfo.lst)

Status None Syntax HPNAME:x Parameters x: Text (What you want you games primary HP equivalent to be called). What it does Sets the HP name for the primary HP holder - Will be used in OS tokens eventually (Currently used by the Summary tab and HP pop-up from classes). Examples HPNAME:Hit Points Sets the primary hit point unit to “Hit Points”. HPNAME:Energy Points Sets the primary hit point unit to “Energy Points”.

## HTDIEROLL (System: bio/biosettings.lst)

Status None Syntax HTDIEROLL:xdy Parameters x: Number (Number of dice) y: Number (number of sides on the dice) What it does The HTDIEROLL tag is used inside of the SEX tag to define the spread for randomization in the number that is added to your base height for the race/sex it is paired with. It also acts as a variable name that contains the result of this randomization. Example HTDIEROLL:2d10 This race added 2d10 to its base height.

## ICON (Data: equipment.lst)

Status Added 5.17.7 Syntax ICON:x Parameters x: Text (file path) What it does This occurs on an equipment line and sets the path to the icon to be used for the equipment item. The path is relative to the pcgen install folder. The same @, & and * shortcuts as are used in PCC files may be used in the path to specify where the path is relative to. Example ICON:@/d20ogl/srd35/icons/backpack.png The icon for this item will be d20ogl/srd35/icons/backpack.png relative to the data directory.

## ICON (Game Mode: equipicons.lst)

Status New 5.17.7 - Updated 5.17.14 Syntax ICON:x|y|z Parameters x: Text (Equipment Type) y: Number (File Path) z: Number (Priority. Optional. Default is 10) What it does This links an equipment type to an icon. It sets the path to the default icon to be used for any item of equipment of the specified type. The path is relative to the pcgen install folder. The priority allows icons to be chosen where an equipment item has multiple types.

## INCLUDE (Data: campaign.pcc)

Status None Syntax (INCLUDE:y|y) Parameters x: Text (Ability category) y: Text (LST object name) Tag Name: (INCLUDE:CATEGORY=x,y,y|x,y,y) - Special syntax for feats and abilities What it does The INCLUDE tag and its arguments are enclosed within a pair of parentheses. The tag will add the pipe-delimited list of LST objects from the LST file the tag is associated with. The tag will not prevent other .pcc files from loading the same LST file.

## INFOTEXT (Data: campaign.pcc)

Status None Syntax INFOTEXT:x Parameters x: Text (Information) What it does Provides Text information that is displayed in the Information Window on the Source Tab when the source material is selected. Multiple INFOTEXT tags may be used in a PCC file with each INFOTEXT tag starting a new line of text. Example INFOTEXT:This pcc loads all the Foo source materials minus the FooWorld races Displays the text “This pcc loads

## ISDEFAULTSIZE (System: sizeAdjustment.lst)

Status None Syntax None Parameters ISDEFAULTSIZE Mandatory: Marks which of the creature sizes is the default for the game mode. Syntax SIZENAME:size_1 → ISDEFAULTSIZE:Y indicates that size_1 is the default size for the game mode. SIZENAME:size_2 → ISDEFAULTSIZE:N indicates that size_2 is not the default size. Example SIZENAME:Medium → ISDEFAULTSIZE:Y makes Medium the default size for this game mode. Notes There must be one, and only one, size marked as the default size.

## ISLICENSED (Data: campaign.pcc)

Status None Syntax ISLICENSED:x Parameters x: Boolean (YES or NO) *** New 5.3.3 What it does Used to indicate if sources have a special license, and activated the LICENSE tag, which will display information about the license to the end-user. Examples ISLICENSED:YES ISLICENSED:NO Default Value: NO

## ISMATURE (Data: campaign.pcc)

Status None Syntax ISMATURE:x Parameters x: Boolean (YES or NO) What it does This tag is so that we have the ability to include datasets based upon sources of a more mature nature. If ISMATURE:YES then the following info gets inserted into a pop-up window “This dataset contains content of a mature nature. User discretion is advised.” This tag is optional. Examples ISMATURE:YES Causes a pop-up to fire saying “This dataset contains content of a mature nature.

## ISMONSTER (Game Mode: miscinfo.lst)

Status None Syntax ISMONSTER:x Parameters x: Text (YES or NO). What it does Specifies whether it is a Monster or not. Example ISMONSTER:YES This is a Monster. Where it is used CLASSTYPE Line.

## ISOGL (Data: campaign.pcc)

Status None Syntax ISOGL:x Parameters x: Boolean (YES or NO) What it does Used to indicate if sources are OGL compliant. If ISOGL:YES then its COPYRIGHT info gets inserted into the OGL license. This tag is optional. Examples ISOGL:YES ISOGL:NO Default Value: NO

## ITEM (Data: spells.lst)

Status Updated before 5.12.0 Syntax ITEM:x Parameters x: Text (Item type) What it does Tells PCGen what types of items this spell can be used to make (Potions, wands, wondrous items, etc). Most often this is used to indicate the spell can be made into a potion. Brackets can be used to prevent the spell from being used in the specified item. Example ITEM:Potion This spell can be used in a potion.

## ITEMCOST (Global: BONUS)

Status None Syntax BONUS:ITEMCOST|TYPE.x.x|y Parameters x: Text (Item Type) y: Number, variable or formula (Cost formula) What it Does Used in Equipment and Equipment Modifiers, applies the cost formula to the equipment if it has all the listed types. Any formula that is valid in an EQMOD COST tag can be used. Example BONUS:ITEMCOST|TYPE.Weapon|200 Adds 200 to the cost if the item has the Weapon type. BONUS:ITEMCOST|TYPE.Armor.Light|BASECOST*2 Doubles the cost if the item has the Armor and Light types.

## ITEMCREATE (Data: classes.lst)

Status None Syntax ITEMCREATE:x Parameters Variables Used: Number or formula What it does This tag provides a multiplier by which the class level of the character will be multiplied for calculating potions, scrolls, and wands. This tag is optional and if not provided the multiplier used will default to a value of 1. Example ITEMCREATE:2 The class level is doubled when calculating potions, scrolls and wands. CLASS:Paladin ITEMCREATE:CL/3.3 The class level is calculated to the following values at different Character Levels; 1=.3, 2=.6, 3=.9, 4=1.2, 5=1.5, 6=1.8, 7=2.1, 8=2.4, 9=2.7, 10=3.0 when calculating potions, scrolls and wands.

## ITYPE (Data: equipment_modifiers.lst)

Status None Syntax ITYPE:x.x Parameters x: Text (Type name) What it does This is a period (.) delimited list of types that will be granted, in addition to any existing types, to the item being created. Example ITYPE:Magic.Ranged.Thrown The item gains the types “Magic”, “Ranged” & “Thrown”.

## 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.

## KIT (Data: campaign.pcc)

Status None Syntax KIT:x Parameters x: Text (File path) What it does Tells PCGen to load the starting kits list file specified. Example KIT:foostartingkits.lst

## KIT (Global: OTHER)

Status New 5.10.4 Syntax KIT:x|y|y Parameters x: Number (number of options user may select). y: Text (Name of kit). What it does Offers a choice of starting kits. Examples KIT:1|Wizard1|Illusionist1 Offers a choice of the Wizard1 or Illusionist1 starting kits.

## KNOWN (Data: classes.lst)

Status None Syntax KNOWN:x Parameters x: Number *** Updated 5.8 What it does Tells PCGen how many spell known the caster has (displayed on the Spells Tab). If no Value is assigned at a given level, the tag defaults to 0. Note: The formula used cannot have commas (,) embedded in it. If a formula requires a comma use a DEFINE to set a variable and use the variable in the KNOWN progression.

## KNOWNSPELLS (Data: classes.lst)

Status None Syntax KNOWNSPELLS:x,x|x,x Parameters x: Text (Spell name) x: TYPE=text (Spell type) x: LEVEL=Number (Spell level) x: .CLEARALL *** Updated 5.11.4 What it does Provides a pipe-delimited (|) and comma-delimited list of spells, by name, level, or type that are automatically added to the spell caster. Parameters included as a comma-delimited set must all be met by the spell for it to be granted to the spell caster. Spells are granted only if the spell caster meets all prerequisites.

## KNOWNSPELLSFROMSPECIALTY (Data: classes.lst)

Status None Syntax KNOWNSPELLSFROMSPECIALTY:x Parameters x: Number (Number of spells) What it does Indicates the number of spells from their specialty this class gets in addition to their regular allotment. Example KNOWNSPELLSFROMSPECIALTY:1 The subclass has 1 spell from their specialty in addition to normal. Where it is used Subclass Line.

## LANG (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:LANG|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Language name) x: FEAT=Text (Feat, by name or key) x: LANGBONUS x: TYPE=Text (Language type) x: !TYPE=Text (Prohibited language type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does This presents a list of languages for selection. Use of the FEAT sub-tag will provide the language selected by the referenced feat. The feat referenced must contain a CHOOSE:LANG tag. Use of LANBONUS will provide a list of languages granted to the character by the LANGBONUS tag through the character’s race, class or template.

## LANGAUTO (Data: races.lst)

Status None Syntax CHOOSE:LANGAUTO:x|x Parameters x: Text (Language name) What it does This is a | (pipe) delimited choice of Automatic Languages that do not count against the limit determined by a Stat. Example CHOOSE:LANGAUTO:Abyssal|Infernal May choose between “Abyssal” or “Infernal” as a race language.

## LANGBONUS (Data: classes.lst)

Status None Syntax LANGBONUS:x,x Parameters x: Text (Languages) x: TYPE=Text (Language Type) x: Text (‘Any’) x: .CLEAR What it does This is a comma (,) delimited list of the languages a character can choose from based upon their Intelligence stat. When using ‘Any’, no other language designation is necessary. Examples LANGBONUS:Draconic The class can choose “Draconic” as one of their languages. LANGBONUS:Draconic,Elven The class can choose “Draconic” or “Elven” as one of their languages.

## LANGBONUS (Data: races.lst)

Status None Syntax LANGBONUS:x,x Parameters x: Text (Language Name) x: TYPE=Text (Language Type) x: ALL x: .CLEAR What it does This is a comma-delimited (,) list of languages that the character may select from to gain as a bonus language. This does not effect languages granted from skills. When using ALL , no other language designation is necessary. .MOD Behavior: When modifying a race with the .MOD tag, given an existing LANGBONUS tag, the data included in a new LANGBONUS tag will be appended to the existing tag data.

## LANGBONUS (Data: starting_kits.lst)

Status New 5.15.4 Syntax LANGBONUS:x|x Parameters x: Text (Language) What it does LANGBONUS chooses from the Bonus Language Selections if there are enough language bonuses to be spent. This tag requires that a LANGBONUS tag be included in the race.lst file in which the character upon which the kit is being applied to is defined. Where it is used LANGBONUS is used in kit lines. Example LANGBONUS:Dwarven|Elvish Selects Dwarven and Elvish langauges.

## LANGBONUS (Data: templates.lst)

Status None Syntax LANGBONUS:x,x Parameters x: Text (Language Name) x: TYPE=Text (Language Type) x: ALL x: .CLEAR What it does This is a comma-delimited (,) list of the languages a character can choose from based upon their Intelligence Stat. When using ‘ALL’, no other language designation is necessary. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing LANGBONUS tag, the data included in a new LANGBONUS tag will be appended to the existing tag data.

## LANGUAGE (Data: campaign.pcc)

Status None Syntax LANGUAGE:x Parameters x: Text (File path) What it does Tells PCGen to load the languages list file specified. Example LANGUAGE:foolanguages.lst

## LANGUAGE (Global: ADD)

Status New 5.11.11 Syntax ADD:LANGUAGE|x|y,y Parameters x: Number, Variable or Formula (Number of choices granted. Optional) y: Text (Language name) y: TYPE=Text (Language type) y: ALL What it does Will add a number (x) of languages from the presented list of feats (y) to the characters list of known languages. This is a comma-delimited (“,”) list of languages that the character can choose from. Valid language types are “Spoken”, “Written”, or “Read”.

## LANGUAGES (Global: BONUS)

Status None Syntax BONUS:LANGUAGES|NUMBER|x Parameters x: Number, variable or formula What it Does Used to increase or decrease the number of available language slots available. Example BONUS:LANGUAGES|NUMBER|1 Adds 1 to the available language pool. BONUS:LANGUAGES|NUMBER|-1 Reduces the available language pool by 1.

## LEGS (Data: races.lst)

Status None Syntax LEGS:x Parameters x: Number (Number of Legs) What it does Used to determine encumbrance and carrying capacity for creatures/characters with a nonstandard amount of legs. (i.e. more than/less than 2). .MOD Behavior: When modifying a race with the .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 4 legs. LEGS:0 Slime and ooze creatures/characters would have no legs!

## LEGS (Data: templates.lst)

Status None Syntax LEGS:x Parameters x: Number (Number of Legs >=0) What it does Used to determine encumbrance and carrying capacity for creatures/characters with a nonstandard number of legs. (i.e. more than/less than 2). .MOD Behavior: When modifying a template, with the .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!

## LEVEL (Data: starting_kits.lst)

Status New 5.9.3 Syntax LEVEL:x Parameters x: Number (Levels to add) What it does Grants the character the number of class levels indicated if they can legally attain them. Must be used with the CLASS tag. Examples CLASS:Warrior <tab> LEVEL:2 Would grant the character two levels of the Warrior class. CLASS:Fighter <tab> LEVEL:4 <tab> PRECLASS:1,Fighter=1 Would grant four levels of Fighter if the character has at least one level in Fighter already.

## LEVEL (Data: templates.lst)

Status Updated 5.11.11 Syntax LEVEL:x:y:z Parameters x: Number (Level at which the benefit is granted) y: ANY valid Template or Global Token which can accept trailing PRE tags can be used z: Number or Text (Must be valid for the tag used) What it does Grants the character an ability at the level specified. This is the character’s total character level. The abilities of these tags have been enhanced so that they can call any global tag.

## LEVEL (Game Mode: level.lst)

Status None Syntax LEVEL:x Parameters x: Number (Level) x: LEVEL What it does Determines level based benefits. Using LEVEL in conjunction with a formula on the MINXP tag that utilizes the LEVEL variable will determine the level benefits. Example LEVEL:1 <tab> MINXP:0 <tab> CSKILLMAX:1 <tab> CCSKILLMAX:1 Identifies the minimum experience points amd maximum class and cross-class skill ranks for first level. LEVEL:LEVEL <tab> MINXP:(LEVEL*LEVEL-LEVEL)*500 <tab> CSKILLMAX:LEVEL+3 <tab> CCSKILLMAX:(LEVEL+3)/2 Establishes the standard level progression by experience points as used in the R/SRD.

## LEVELABILITY (Data: starting_kits.lst)

Status New 5.9.7 Syntax LEVELABILITY:x=y Parameters x: Text (Class name) y: Number (Level ability is granted at) What it does LEVELABILITY signifies what class and level the following ABILITY tag is specifying the choice for. Where it is used LEVELABILITY is used in kit lines. Example LEVELABILITY:Ranger=1 <tab> ABILITY:PROMPT:FEAT(TYPE.Favored Enemy)|CHOICE:Favored Enemy (Humanoid (Elf)) Selects Humanoid (Elf) as a ranger’s first favored enemy selection.

## LEVELADJUSTMENT (Data: races.lst)

Status None Syntax LEVELADJUSTMENT:x Parameters x: Number or Formula (Level Adjustment) *** Updated 5.11.13 What it does Raises the Effective Character Level (ECL) of the creature by the number supplied. This is factored in when determining how much experience is needed to raise a character’s level. For example, a 1st level character with a Level adjustment of 3 would need the same amount of experience to reach 2nd level as a 4th level character with no level adjustments would need to reach 5th level.

## LEVELADJUSTMENT (Data: templates.lst)

Status Updated 5.4 Syntax LEVELADJUSTMENT:x Parameters x: Number or Formula (Level Adjustment) What it does Raises the Effective Character Level (ECL) of the creature by the number specified by adding the Level Adjustment to the Monster Hit Dice and/or Character Levels. The ECL is factored in when determining how much experience is needed to raise a character’s level. For example, a 1st level character with a Level adjustment of 3 would need the same amount of experience to reach 2nd level as a 4th level character with no level adjustments would need to reach 5th level.

## LEVELMSG (Game Mode: miscinfo.lst)

Status None Syntax LEVELMSG:x Parameters x: Text (Message you would like displayed for level-up). What it does This is the message displayed when experience manually added to character will allow character to advance a level. Example LEVELMSG:You may qualify for a new level Sets the level up message.

## LEVELSPERFEAT (Data: classes.lst)

Status None Syntax LEVELSPERFEAT:x Parameters x: Number What it does This is the number of levels it takes for a monster to gain a new feat. Example LEVELSPERFEAT:2 The class gets 1 feat per 2 levels. Where it is used Class Line.

## LICENSE (Data: campaign.pcc)

Status None Syntax LICENSE:x Parameters x: Text (License information) x: FILE=Text (HTML file) *** New 5.3.3 What it does Displays special license information in a pop-up at time of source load. Requires a ISLICENSED:YES tag to be active. Examples LICENSE:This set included with special permission from Foo Games Would display the text in a nice box with other licenses. LICENSE:FILE=foolicense.html Doing a FILE= allows PCC to point to an HTML formatted file, which will display in a box of its own.

## LOAD (Game Mode: load.lst

Status None Syntax LOAD:x|y Parameters x: Number (Strength) y: Number ((Heavy) Weight Carried) What it does Defines the Weight Categories for the Strength of the Creature. Example LOAD:0|0 This give a strength of 0 a heavy load of 0. LOAD:10|100 This give a strength of 10 a heavy load of 100. LOAD:27|1040 This give a strength of 27 a heavy load of 1040.

## LOADMULT (Game Mode: load.lst

Status None Syntax LOADMULT:x Parameters x: Number What it does Set the original value that is changed in the SizeAdjustment.lst file.<.p> Example LOADMULT:4 Sets the original value to 1.

## LOADSTEPMULT (Game Mode: load.lst

Status None Syntax LOADSTEPMULT:x Parameters x: Number (Default number is 10) *** New 5.11.11 What it does Used for determining encumbrance limits for values outside the range defined by the LOAD tags Example LOADSTEPMULT:4 When the encumbrance limits are exceeded in the SIZEMULT:x|y the y value switched to 4.

## LOCATION (Data: starting_kits.lst)

Status New 5.9.3 Syntax LOCATION:x,x Parameters x: Text (Location to be equipped) What it does LOCATION is used in GEAR lines to specify the location the item will be equipped to. If an item is of a TYPE with a specific slot then setting it to Equipped will equip it there. Only weapons need more specific settings. The following are valid “Locations”: Both Hands Carried Double Weapon Equipped Natural-Primary Natural-Secondary Not Carried Primary Hand Secondary Hand Shield Two Weapons Example GEAR:Morningstar <tab> LOCATION:Primary Hand Equips the Morningstar to the Primary Hand slot.

## LOCKEDSTAT (Global: BONUS)

Status New 6.01.03 Syntax BONUS:LOCKEDSTAT|x|y Parameters x: Text (Stat defined in loaded gameMode) y: Number or formula What it Does Used to bonus a locked ability score. Example BONUS:LOCKEDSTAT|INT|2 Adds 2 to a locked “Intelligence” ability score.

## LOGO (Data: campaign.pcc)

Status None Syntax LOGO:x Parameters x: Text (Image file path) *** New 5.13.9 What it does Tells PCGen to load the image file specified. The image is displayed in the Source Tab in the Source Info panel when the dataset is selected. The image represents the publishers “logo” with multiple datasets, from the same publisher, referencing the same image. Example LOGO:../barcompanylogo.jpg

## LOOKUP (Data: starting_kits.lst)

Status None Syntax LOOKUP:x,y Parameters x: Text (Table name) y: JEP formula or VAR What it does Matches the value of the JEP formula or VAR (y variable) with the associated table’s (x variable) VALUES tag’s upper and lower selection range and returns the relevant “value”. Example LOOKUP:Minor Special Ability (P/S),roll("1d100") A random number is generated between 1 and 100 and the item corresponding to that number will be selected from the “Minor Special Ability (P/S)” table.

## LSTEXCLUDE (Data: campaign.pcc)

Status None Syntax LSTEXCLUDE:x|x Parameters x: Text (File names) What it does This is a | (pipe) delimited tag which allows you to customize which LST files are loaded. This must be before PCC/LST file INCLUDE statements if used. All of the files listed will NOT be loaded, even if referenced later by other included PCC files. The LST file list can be a single LST filename per entry, or can be separated by the “|” (pipe) character.

## MASTERBONUSRACE (Data: companion_mods.lst)

Status None Syntax MASTERBONUSRACE:x Parameters Variables used (x): Text (Race Name) What it does The MASTERBONUSRACE tag is the first tag on a MASTERBONUSRACE line. The MASTERBONUSRACE line is used to define the advantages that the master gains when having a particular race(s) as the given type of companion. The tags following the MASTERBONUSRACE tag on the MASTERBONUSRACE line are granted to the master. Valid tags on this line are TYPE , BONUS , VFEAT and the ABILITY tags.

## MAXAGE (System: bio/biosettings.lst)

Status None Syntax MAXAGE:x Parameters x: Number (The maximum age for the associated age set and race) What it does Sets the maximum age to be considered in the age set. Example MAXAGE:50 Maximum age for this set is 50.

## MAXCOST (Data: starting_kits.lst)

Status New 5.8 Syntax MAXCOST:x Parameters x: Number (maximum cost of equipment item) What it does Sets the maximum cost a given piece of equipment will be purchased for. If the equipment would cost more than this number it will not be purchased. Example MAXCOST:10 This equipment will only be purchased if it costs less than 10. Where it is used GEAR lines

## MAXDEVVER (Game Mode: migration.lst)

Status New 6.01.03 Syntax MAXDEVVER:x Parameters x: Text (Version number) What it does Specifies the developmental version of PCGen (e.g. alpha, beta) when the associated lst object was last coded in the old format. This tag is optional and if included must be later than MAXVER . Example MAXDEVVER:6.01.07 The associated lst object was coded for PCGen developmental version 6.01.07 or earlier.

## MAXDEX (Data: equipment.lst)

Status None Syntax MAXDEX:x Parameters x: Number (Maximum Dexterity Bonus) What it does The numeric value supplied is used for armor to determine the maximum dexterity bonus that can be had while wearing the armor. Example MAXDEX:3 Item allows a maximum dexterity bonus of three when equipped.

## MAXLEVEL (Data: classes.lst)

Status None Syntax MAXLEVEL:x Parameters x: Number (Maximum allowed level of this class) x: NOLIMIT (No upper limit to the number of levels in this class) What it does This is maximum number of levels a character can take in this class. If no MAXLEVEL tag is supplied for a class, no limit is imposed. There is a checkbox in the Preferences|Character section of the menu to allow this to be overridden.

## MAXNONEPICLEVEL (Game Mode: miscinfo.lst)

Status New 6.03.x Syntax MAXNONEPICLEVEL:x Parameters x: Number (Integer) What it does This sets the maximum non-epic levels allowed for the gamemode. Example MAXNONEPICLEVEL:20 Levels above 20th are concidered epic levels.

## MAXVER (Game Mode: migration.lst)

Status New 6.01.03 Syntax MAXVER:x Parameters x: Text (Version number) What it does Specifies the production version of PCGen when the associated lst object was last coded in the old format. This tag is mandatory. Example MAXVER:6.0.1 The associated lst object was coded for PCGen production version 6.0.1 or earlier.

## MEMORIZE (Data: classes.lst)

Status None Syntax MEMORIZE Parameters Variables Used: YES (Default) Variables Used: NO What it does Determines if the class is required to memorize spells as a wizard does. Example MEMORIZE:YES The class memorizes spells as a wizard does. Where it is used Class Line.

## MENUENTRY (Game Mode: miscinfo.lst)

Status None Syntax MENUENTRY:x Parameters x: Text (Text you want displayed as a menu item under the settings/campaign menu). What it does Defines menu entries under Settings->Campaign (Use & for mnemonic, && for &). Example &S&&M Defines a menu entry that will display as “S&M”.

## MENUTOOLTIP (Game Mode: miscinfo.lst)

Status None Syntax MENUTOOLTIP:x Parameters x: Text (Tooltip to be displayed for the previous MENUENTRY). What it does Defines the tooltip displayed for the previously defined menuentry. Example MENUTOOLTIP: Defines a menu entry tooltip that will display as “Use 3e character creation settings”.

## METHOD (Game Mode: miscinfo.lst)

Status New 5.9.3 Syntax METHOD:x Parameters x: Formula (Random Stat rolling method formula). What it does Follows a ROLLMETHOD tag and defines the dice formula used. Example ROLLMETHOD:3d6 <tab> METHOD:3d6 Menu displays “3d6” as the label for this method and simulates rolling 3 six sided dice. ROLLMETHOD:4d6 drop lowest <tab> METHOD:roll(4,6,[2,3,4]) Simulates rolling 4 six sided dice and dropping the lowest. ROLLMETHOD:5d6 drop 2 lowest <tab> METHOD:roll(5,6,[3,4,5]) Simulates rolling 5 six sided dice and dropping the 2 lowest.

## MINDEVVER (Data: install.lst)

Status None Syntax MINDEVVER:x Parameters x: Text (Version number) What it does Optional tag specifying the minimum development version of PCGen that will support this dataset, where this is later than the production version. This would be used where a tag was added partway through a dev cycle and then retrofitted to the next patch release of PCGen. For the source to be installed by PCGen, the version of PCGen must either: Have an even minor version (as in 5.x.y, where x is even indicating a production release) and be greater than or equal to the MINVER value; or Have an odd minor version (as in 5.x.y, where x is odd indicating a development release) and be greater than or equal to the MINDEVVER value.

## MINDEVVER (Game Mode: migration.lst)

Status New 6.01.03 Syntax MINDEVVER:x Parameters x: Text (Version number) What it does Specifies the developmental version of PCGen (e.g. alpha, beta) when the associated lst object was first coded in the old format. This tag is optional and if included must be later than MINVER . Example MINDEVVER:6.01.01 The associated lst object was coded for PCGen developmental version 6.01.01 or later.

## MINVER (Data: install.lst)

Status None Syntax MINVER:x Parameters x: Text (Version number) What it does Mandatory tag specifying the minimum version of PCGen that will support his dataset. Normally this will be based on tags supported in the version of PCGen. For the source to be installed by PCGen, the version of PCGen in use must be equal to or greater than this version. e.g. a MINVER:5.14.1 value would mean that the source could not be installed by 5.14.0, but could be installed by 5.14.1 or 5.16.0 Example MINVER:5.14.1 This dataset requires PCGen prodiction version 5.14.1 or later.

## MINVER (Game Mode: migration.lst)

Status New 6.01.03 Syntax MINVER:x Parameters x: Text (Version number) What it does Specifies the production version of PCGen that the associated lst object was first coded in the old format. This tag is optional and if included must be earlier than MAXVER . Example MINVER:6.0.0 The associated lst object was coded for PCGen production version 6.0.0 or later.

## MINXP (Game Mode: level.lst)

Status None Syntax MINXP:x Parameters x: Number or Formula (Experience Points) What it does Sets the minimum experience points needed to achieve a level. When used in conjunction with the LEVEL:LEVEL tag, MINXP Examples MINXP:(LEVEL*LEVEL-LEVEL)*500 The standard formula for level progression for the R/SRD.

## MISC (Global: BONUS)

Status Updated 5.13.6 Syntax BONUS:MISC|x|y Parameters x: ACCHECK x: CR x: MAXDEX x: SPELLFAILURE x: SR y: Number, variable or formula (Number to apply as a bonus) What it Does Modifies the parameter specified: ACCHECK - Armor Check Penalty CR - Challenge Rating MAXDEX - Maximum Dexterity Bonus SPELLFAILURE - Arcane Spell Failure SR - Spell Resistance Example BONUS:MISC|ACCHECK|1 Adds one to total Armor Check. BONUS:MISC|CR|2 Adds 2 to the challange rating.

## MOD (Global: OTHER)

Status Updated 5.11.11 - 5.13 Syntax w|x.MOD Parameters w: CATEGORY=Text (Ability category. Used only when modifying abilities.) x: Text (Object name or key) The .MOD Tag What it does Modifies an existing LST object. .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.

## MODIFIER (Game Mode: load.lst

Status None Syntax MODIFIER:x Parameters x: Number, Variable or Formula What it does Provides the maximum load value. This tag is optional. If not included, the maximum load is the internally generated \$\$SCORE\$\$. Example MODIFIER:$$SCORE$$*(1+EquipLoadBonusMult) The load score, \$\$SCORE\$\$, is modified by a multiplier of EquipLoadBonusMult+1.

## 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.

## MODS (Data: equipment.lst)

Status None Syntax MODS:x Parameters x: YES x: NO x: REQUIRED What it does Is either YES (default), which means it can have equipment modifiers added to it, NO, no equipment modifiers can be added, or REQUIRED, must have at least 1 equipment modifier in order to purchase the item. Example MODS:YES Item can have equipment modifiers added.

## MODTOSKILLS (Data: classes.lst)

Status None Syntax MODTOSKILLS:x Parameters x: YES or NO What it does This is either YES or NO for monster types that do not get their Intelligence modifiers for skills they get from gaining hit dice Example MODTOSKILLS:YES The class gets the intelligence modifier for skills they get for gaining hit dice. Where it is used Class Line. Default Value: YES

## MONCCSKILL (Data: races.lst)

Status None Syntax MONCCSKILL:x|x Parameters x: Text (Skill Name) x: TYPE.Text (Skill Type) *** New 5.4 What it does Grants the listed skills as monster cross class skills. The replacement/substitution symbol (%) may be used at the end of the skill name. Monster cross class skills are only cross class skills for monster classes such as Giant, Outsider, Undead etc. If a monster takes levels in a base class only those skills defined as cross class skills in that class count as cross class skills for that level, the monster cross class skills will not apply.

## MONCSKILL (Data: races.lst)

Status None Syntax MONCSKILL:x|x Parameters x: Text (Skill Name) x: TYPE.Text (Skill Type) *** New 5.4 What it does Grants the listed skills as monster class skills. The replacement/substitution symbol (%) may be used at the end of the skill name. Monster class skills are only class skills for monster classes such as Giant, Outsider, Undead etc. If a monster takes levels in a base class only those skills defined as class skills in that class count as class skills for that level, the monster class skills will not apply.

## MONNONSKILLHD (Data: classes.lst)

Status None Syntax MONNONSKILLHD:x Parameters x: Number (Number of hit dice) *** Added 5.7.9 What it does Defines the number of hit dice the monster does not get skill points for. This is normally defined by size, so the tag is normally seen with a PRESIZE requirement. Example MONNONSKILLHD:32|PRESIZEEQ:C A colossal monster would not get skill points for the first 32 levels/hit dice of this class. Where it is used Class Line.

## MONSKILL (Data: classes.lst)

Status None Syntax MONSKILL:x Parameters x: Number or Formula (Skill points per level/hit die) *** Added 5.7.9 What it does Defines the number of skill points a monster gets per level/hit die of this class. It can be either a formula or a number. Example MONSKILL:6+INT Each level the monster will receive 6 + int bonus skill points. Where it is used Class Line.

## MONSTERCLASS (Data: races.lst)

Status None Syntax MONSTERCLASS:x:y Parameters x: Text (Monster Class Name) y: Number (Starting Level) What it does Determines the number of Monster Levels the race gets on start. Class must be TYPE:Monster and have a PRERACETYPE that matches the race. .MOD Behavior: When modifying a race with the .MOD tag, given an existing MONSTERCLASS tag, the data included in a new MONSTERCLASS tag will overwrite the existing tag data. Example MONSTERCLASS:Outsider:2 The race has 2 levels of Outsider to start.

## MONSTERROLEDEFAULT (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax MONSTERROLEDEFAULT:x Parameters x: Text (The name of a monster role). What it does Defines which monster role is to be assumed if none is listed. Example MONSTERROLEDEFAULT:Combat Creatures with no ROLE defined, should be assumed to have a combat monster role if needed.

## MONSTERROLES (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax MONSTERROLES:x|x Parameters x: Text (The name of a monster role). What it does Defines all the available monster roles in a game mode. These roles are used to determine CR for creatures with both racial hit dice and character classes. Example MONSTERROLES:Combat|Skill|Special|Cleric|Druid|Sorcerer|Wizard Defines a list of monster roles.

## MOVE (Global: OTHER)

Status None Syntax MOVE:x,y,x,y Parameters x: Text (Movement Mode) y: Number (Rate per round) What it does Determines the Type and Speed of the different movement types the race has. Note: Each race should always have a MOVE entry as this is required for other objects to later adjust the movement. 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.

## MOVEADD (Global: BONUS)

Status New 4.3.8 Syntax BONUS:MOVEADD|x|y Parameters x: TYPE.Text (Movement type) x: TYPE.All y: Number, variable or formula (Number to add to movement rate) What it Does Adds to movement of the listed type. Done before MOVEMULT and POSTMOVEADD calculations. It only works on MOVE types that have been defined in a MOVE or MOVECLONE tag. Examples BONUS:MOVEADD|TYPE.Walk|10 Adds 10 to Walk. BONUS:MOVEADD|TYPE.Walk|5|PREVARLT:ENCUMBERANCE,1 Adds 5 to Walk so long as the character is not at medium load.

## MOVECLONE (Global: OTHER)

Status None Syntax MOVECLONE:x,y,z Parameters x: Text (1st movement mode) y: Text (2nd movement mode) z: Formula (Calculation for 2nd mode movement rate) What it does Creates a new type of movement based on another type. “z” is applied to the original movement rate, then it is copied to the new movement type. If no symbol is in the mathematical expression then addition is assumed Examples MOVECLONE:Walk,Fly,*2 Create the “Fly” movement type and set it equal to “Walk” multiplied by 2.

## MOVEMULT (Global: BONUS)

Status New 4.3.8 Syntax BONUS:MOVEMULT|x|y Parameters x: TYPE.Text (Movement type) x: TYPE.All y: Number, variable or formula (Number to multiply the movement rate) What it Does Multiplies the movement of the listed TYPEs. Done before MOVEMULT and POSTMOVEADD calculations. It only works on MOVE types that have been defined in a MOVE or MOVECLONE tag. Note: PCGen does not use both BONUS:MOVEMULT and BONUS:POSTMOVEADD in calculating the total move adjustment. The total move adjustment is set to the greatest value between (Base Move + POSTMOVEADD) and (Base Move x MOVEMULT).

## MULT (Data: abilities.lst)

Status Added 5.11.x Syntax MULT:x Parameters x: Boolean (‘YES’ or ‘NO’) What it does This determines if an ability 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 ability 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 Ability can be taken multiple times.

## 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.

## NAME (Data: starting_kits.lst)

Status New 5.9.3 Syntax NAME:x Parameters x: Text (The character’s new name) What it does Sets a name to the kit recipient. Example NAME:Code Monkey Sets the character’s name to “Code Monkey”.

## NAME (Game Mode: miscinfo.lst)

Status None Syntax NAME:x Parameters x: Text (What you would like displayed as the name of the tab). What it does If this tag is set to in_tabname (ie: in_abilities) it will pull the tab name from the language files (for internationalization). Examples NAME:Domains Defines tab name as “Domains”. NAME:Overview Defines tab name as “Overview”. Where it is used TAB Line.

## NAMEISPI (Global: OTHER)

Status None Syntax NAMEISPI:x Parameters 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

## NAMEOPT (Data: equipment_modifiers.lst)

Status None Syntax NAMEOPT:x Parameters x: NOLIST x: NONAME x: NORMAL x: NOTHING x: SPELL x: TEXT=<text> *** Updated 5.9.8 What it does This is used to set the naming convention used when an EQMOD is added to an equipment item. Without this tag the EQMOD name is added as is to the equipment name in parentheses after the original equipment name and separated from other EQMOD names by slashes. If an EQMOD has a CHOOSE in it normally the choice made will follow the name of the EQMOD in parentheses.

## NATURALATTACKS (Global: OTHER)

Status Updated 6.1.9 Syntax NATURALATTACKS:v,w.w,x,y,z|v,w.w,x,y,z Parameters v: Text (Natural weapon name) w: Text (Natural weapon type) x: Number (Number of attacks) y: Text (Natural weapon damage) z: SPROP=Text (special property description, Optional) What it does This tag is used to define natural attacks and add them to the character when the containing object is assigned to the character. This is a comma (,) and pipe-delimited (|) list of the natural attacks a creature has.

## NEWCATEGORY (Game Mode: migration.lst)

Status New 6.01.03 Syntax NEWCATEGORY:x Parameters x: Text (New Ability Category) What it does This tag is used in an ability migration line to identify the new category for the associated ability object when the ability category changes. If this tag is not included in the ability migration line the ability category will not change for the associated ability. Example NEWCATEGORY:Spell-like Ability

## NEWKEY (Game Mode: migration.lst)

Status New 6.01.03 Syntax NEWKEY:x Parameters x: Text (New Key) What it does This tag is used in a migration line to identify the new key (i.e. Source, Ability, and Equipment) for the associated LST object. Example NEWKEY:Guide To Pathfinder Society Organised Play NEWKEY:Animal Fury ~ Rage Power NEWKEY:Kusari Gusoku

## NOCHOICE (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:NOCHOICE Parameters *** Updated 5.13.8 What it does This CHOOSE tag will NOT produce a pop up window. Example CHOOSE:NOCHOICE The associated feat is added without a chooser window.

## NOCHOICE (Global: CHOOSE)

Status New 5.9.4 Syntax CHOOSE:NOCHOICE Parameters What it does Suppresses the pop-up window for this CHOOSE tag. MULT:YES must be used when using this tag. When used in a feat, this tag will simply add the feat to the character without a chooser window. After the first time it is added, a “(x2)”, “(x3)” etc. will be displayed, indicating the number of times the feat was chosen. When used for a “nested” choice, the “outer” choice isn’t displayed.

## NONPP (Data: templates.lst)

Status None Syntax NONPP:x Parameters x: Number (Non-proficiency penalty <= 0) What it does Sets he character’s penalty for non-proficiency in a weapon to the number specified. The number specified must be less-than or equal to zero (0). .MOD Behavior: When modifying a template, with the .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.

## NUMBER (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:NUMBER|v|w|x|y|z Parameters v: Number (Number choice) w: MIN=Number (Lowest value to choose from. Not used if descrete number choices provided.) x: MAX=Number (Highest value to choose from) y: INCREMENT=Number (Steps between Min and Max. Optional - Used only if MIN and Max are used.) z: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does Produces a pop-up dialogue with title (z) with a list of that allows you to select a number between (and including) the high and low values Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

## NUMBER (Game Mode: equipmentslots.lst)

Status None Syntax NUMBER:x Parameters x: Text (Name of slot type) What it does This follows the EQSLOT and CONTAINS tags and sets the default number of slots. The default numbers used are set in the NUMSLOTS tag line. Example NUMBER:LEGS The default number of LEGS is 2 so this would set this slot to 2.

## NUMBER (Global: CHOOSE)

Status None Syntax CHOOSE:NUMBER|x|y|z Parameters x: MIN=Number (Lowest value to choose from) y: MAX=Number (Highest value to choose from) z: TITLE=Text (Description to output to the chooser) What it does Allows the selections of a number between the high and low values, inclusive Unlike other CHOOSE tags, MULT:YES is not to be used with CHOOSE:NUMBER . The SELECT tag is used in conjunction with this CHOOSE tag to define the number of “selections” that can be made.

## NUMCHOICES (Global: CHOOSE)

Status None Syntax NUMCHOICES=x Parameters x: Number or Formula (Maximum number of total selections that can be taken) What it does Sets the total number of choices that can be made by taking a particular feat multiple times. Used in conjunction with the MULT tag. When used in conjunction with the SELECT tag, the NUMCHOICES value should equal a multiple of the SELECT value. Example CHOOSE:NUMCHOICES=3|SKILLSNAMED|Spot|Listen|Search The user can select the same choice more than once, but the user will never be allowed more than 3 choices total, each made one at a time.

## NUMPAGES (Data: equipment.lst)

Status None Syntax NUMPAGES:x Parameters x: Number (Number of pages in spell book) *** Added 5.9.6 What it does Defines the number of pages in the spellbook. Any equipment item with TYPE:Spellbook will appear in the Spellbook sub-tab of the Spells Tab. Example NUMPAGES:100 Spell book with 100 pages.

## NUMSLOTS (Game Mode: equipmentslots.lst)

Status None Syntax NUMSLOTS:DEFAULT Parameters What it does Lists the DEFAULT number of slots for each type. NUMSLOTS:DEFAULT is followed on the same line by slot types and the default number of slots for each type Example NUMSLOTS:DEFAULT HEAD:1 HANDS:2 Sets the default number of slots for HEAD to 1 and for HANDS to 2.

## OPTION (Data: campaign.pcc)

Status None Syntax OPTION:x Parameters x: Text (Option) What it does Specifies an option which should be set when the campaign is loaded. The format is the same as in the options.ini or legacy.ini files. For options from legacy.ini only the pcgen.options lines may be used and they need to have the pcgen.options. part removed from their key when provided here. The user can stop these options from being set by unselecting the PCGen -> Sources -> Allow options to be set by sources setting in the Preferences dialog.

## OPTION (Data: starting_kits.lst)

Status New 5.9.5 Syntax OPTION:x,y|x,y Parameters x: Number, JEP formula or VAR (Low range) y: Number, JEP formula or VAR (High range, Optional) What it does This tag is used on a line to determine randomly if the line will be granted to the character. OPTION specifies a number range in which the line will be granted if it matches the number generated by the last preceding SELECT tag. Example SELECT:roll("1d100") GEAR:Scimitar <tab> OPTION:1,50 GEAR:Falchion <tab> OPTION:51,100 GEAR:Full Plate <tab> OPTION:1,STR*5 GEAR:Shield<tab> OPTION:1,10|75,100 GEAR:The One Ring <tab> OPTION:100 The SELECT tag sets a value between 1 and 100.

## OUTPUTNAME (Global: OTHER)

Status Updated 5.9.5 Syntax OUTPUTNAME:x Parameters x: Text (Name to appear on the output sheet) x: NAME What it does Alters the name of the object when output. The [NAME] tag, when used, will be replaced by the parenthetical text in the object’s name. If the [NAME] tag is used where there is no parenthetical text the object name itself is output.

## OUTPUTSHEET (Game Mode: miscinfo.lst)

Status New 6.01.06 Syntax OUTPUTSHEET:x|y Parameters x: DIRECTORY x: DEFAULT.HTM x: DEFAULT.PDF x: DEFAULT.TXT y: Text (File path) What it does Defines where outputsheets are stored and identifies the default html, pdf, and txt OSes for the associated gamemode. Example OUTPUTSHHET:DIRECTORY|outputsheets/d20/fantasy Outputsheets for this gamemode will be stored in the “outputsheets/d20/fantasy” folder. OUTPUTSHHET:DEFAULT.PDF|outputsheets/d20/fantasy/pdf/csheet_fantasy_std_blue.xslt The default pdf OS for this gamemode is “outputsheets/d20/fantasy/pdf/csheet_fantasy_std_blue.xslt” OS. OUTPUTSHHET:DEFAULT.HTM|outputsheets/d20/fantasy/htmlxml/csheet_fantasy_std.htm The default html OS for this gamemode is “outputsheets/d20/fantasy/htmlxml/csheet_fantasy_std.htm” OS.

## PAGEUSAGE (Data: equipment.lst)

Status None Syntax PAGEUSAGE:x Parameters x: Formula (Number of pages each spell will use) *** Added 5.9.6 What it does Defines the how many pages of the spellbook each spell would use. The variable SPELLLEVEL can be used to make calculations based on the spell’s level. Any equipment item with TYPE:Spellbook will appear in the Spellbook sub-tab of the Spells Tab. Example PAGEUSAGE:max(SPELLLEVEL*2,1) Each spell will use 2 pages per level (3.0 standard spellbook).

## PANTHEON (Data: deities.lst)

Status Deprecated 6.05.1 - use FACTSET Syntax PANTHEON:x|x Parameters x: Text (Pantheon Name) x: .CLEAR What it does To specify what pantheon the deity belongs to. This is a pipe (|) delimited list. The deity belongs to all pantheons if this tag is not present. Using .CLEAR will clear the pantheon from the deities profile. Examples PANTHEON:Celtic The deity belongs to the “Celtic” pantheon. PANTHEON:Celtic|Elf (Sun) The deity belongs to the “Celtic” or “Sun Elf” pantheon.

## PCC (Data: campaign.pcc)

Status None Syntax PCC:x Parameters x: Text (File path) What it does Tells PCGen to load additional pcc files along with the current pcc file. If the campaign file to be loaded by this tag isn’t located in the same folder as the current campaign file then file path must be included. The @ symbol used at the beginning of the file path will set the data folder as the top folder in the path.

## PCLEVEL (Global: BONUS)

Status None Syntax BONUS:PCLEVEL|x|y Parameters x: Text (Class name) x: TYPE.Text (Class or Spell type) y: Number, variable or formula (Bonus value) What it Does Increases the spellcasting level Class, class type, or spell type identified. The character must already have a level in a spellcasting class to gain the bonus spellcasting level. The syntax BONUS:PCLEVEL|TYPE=x|y is valid but in the context of this tag it is converted to BONUS:PCLEVEL|TYPE.x|y by PCGen on the fly.

## PCSTAT (Global: CHOOSE)

Status New 5.16.x Syntax CHOOSE:PCSTAT|x|x Parameters x: Text (Stat abbreviation) x: TYPE=Text (Stat type) x: !TYPE=Text (Stat type) x: ALL What it does This will produce a list of all stats listed or that otherwise meet the criteria included. The stats listed, including the type, must be defined in the Game Mode file. The SELECT tag is used in conjunction with this CHOOSE tag to define the number of “selections” that can be made.

## PENALTYVAR (Game Mode: statsandchecks.lst)

Status deprecated 6.03 - Remove for 6.6 Syntax PENALTYVAR Parameters

## PLURAL (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax PLURAL:x Parameters x: Text (The plural name or key to the plural name) What it does Used in ABILITYCATEGORY lines to define the plural name for this category. If this tag is set to in_name (ie: in_feats) it will pull the plural name from the language files (for internationalization). Example PLURAL:in_feats The plural name for the category is the value in the selected language for the key in_feats.

## PLUS (Data: equipment_modifiers.lst)

Status None Syntax PLUS:x Parameters x: Number What it does The numeric value supplied is the plus of the item. Example PLUS:1 Item is treated as +1.

## PLUSCOST (Game Mode: miscinfo.lst)

Status None Syntax PLUSCOST:x Parameters Variables used (x): formula What it does Defines base item costs and modifier costs based upon the formula entered. Example PLUSCOST:AMMUNITION|BASEQTY*40*PLUS*PLUS Ammunition will be based upon quantity times 40 times the plus value desired and times the plus value desired again to result in the final cost. PLUSCOST:ARMOR|1000*PLUS*PLUS Takes the armor cost and then takes 1000 times the plus value and then times the plus value to come up with the resulting cost.

## POINTPOOLNAME (Game Mode: miscinfo.lst)

Status None Syntax POINTPOOLNAME:x Parameters x: Text (Pointbuy Method Name) What it does The POINTPOOLNAME tag is used to make a default choice for a GameMode’s preferred method of PointPooling for Stat creation. The pointbuy method referenced must have a matching entry in the GameMode’s pointbuymethod.lst file. When the POINTPOOLNAME tag is present in the miscinfo.lst file: The Summary Tab will display total points/points remaining (i.e. Development Points 160⁄135) on the same line as the stat total and stat mod total The Skills Tab displays the pool of availble skill points to spend instead of skill points by class/level requirement, and is populated by the classes STARTSKILLPTS and miscinfo SKILLMULTIPLIER The Feats Tab will show total point pool as described for the skills tab.

## POOL (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax POOL:x Parameters x: Number, Variable, or Formula (Ability pool value) What it does Used in ABILITYCATEGORY lines to establish the number, variable, or formula to use to calculate the pool size for this category of ability. If a variable is used it MUST be defined using the DEFINE tag. Example POOL:TL/2 The ability pool equals a value equal to that of half the character’s total level. Where it is used Used in ABILITYCATEGORY lines in the miscinfo.lst and abilitycategory.lst files.

## POSTMOVEADD (Global: BONUS)

Status New 4.3.8 Syntax BONUS:POSTMOVEADD|x|y Parameters x: TYPE.Text (Movement type) x: TYPE.All y: Number, variable or formula (Number to add to movement rate) What it Does This tag will increase the movement of the listed types. Done after MOVEMULT and MOVEADD calculations. It only works on MOVE types that have been defined in a MOVE or MOVECLONE tag. Note: PCGen does not use both BONUS:MOVEMULT and BONUS:POSTMOVEADD in calculating the total move adjustment.

## POSTRANGEADD (Global: BONUS)

Status None Syntax BONUS:POSTRANGEADD|x|y Parameters x: Text (PROJECTILE or THROWN) y: Number, variable or formula (Number to add to range) What it Does Increases range by integer. PROJECTILE and THROWN are hardcoded types (will be changed later). See also RANGEMULT and POSTRANGEADD. POSTRANGEADD is applied after all RANGEADD and RANGEMULT tags. Examples BONUS:POSTRANGEADD|PROJECTILE|5 Would increase the range of projectile weapons by 5. BONUS:POSTRANGEADD|THROWN|10 Would increase the range of thrown weapons by 10.

## PPCOST (Data: spells.lst)

Status NEW 5.10.1 Syntax PPCOST:x Parameters x: Number What it does This is a point pool cost to purchase/cast the spell works with SKILLTOTAL=>skill name) Example PPCOST:9 This spell costs 9 points to use. .MOD Example (Overwriting): Initial Spell: <spell name> <tab> PPCOST:3 Modified By: <spell name>.MOD <tab> PPCOST:6 Is Equivalent To: <spell name> <tab> PPCOST:6 The associated spells costs “6” power points.

## PREABILITY (Global: PRErequisite)

Status None Syntax None Parameters PREABILITY Require that the character has at least N abilities from a given ability_category . A type of ability can be specified, or individual abilities can be specified by name. Status Updated 6.03.00. The syntax PREABILITY:N,CATEGORY=ability_category,ALL was deleted. (Formerly used to require N abilities from ability_category . Removed because it was too broad.) Refer JIRA issue NEWTAG-423 - Eliminate use of ANY for a Category in PREABILITY.

## PREAGESET (Global: PRErequisite)

Status Updated 5.13.12 Syntax PREAGESET:x,y,y Parameters x: Number (Number of agesets required) y: Text (Ageset abbreviation) What it does Requires the PC to have the specified Ageset or older. Agesets are defined in biosettings.lst files by the AGESET tag. Biosettings.lst files can be placed in the gameMode or in the applicable datasets. There are four Agesets defined in the 35e gameMode: Adulthood, Middle Age, Old, and Venerable. Example PREAGESET:1,Old Requires the PC to be “Old” or “Venerable”.

## PREALIGN (Global: PRErequisite)

Status Updated 5.7.6 Syntax PREALIGN:x,x Parameters x: LG,LN,LE,NG,TN,NE,CG,CN,CE,Deity (Alignment abbreviation). x: 0,1,2,3,4,5,6,7,8,10 (Alignment array number). What it does Requires the PC be one of the specified alignments. Alignment names are defined in the statsandchecks.lst gameMode file. The Alignment abbreviation is the prefered method of identifying the required alignments. The Alignment array number, based on the order the Alignments are presented in the statsandchecks.lst file with the first one being 0. If NO alignments are defined in GameMode, all PREALIGN tags will return TRUE.

## PREAPPLY (Global: PRErequisite)

Status deprecated 6.1.1 - Remove for 6.4 - Use TEMPBONUS Syntax PREAPPLY:x,x Parameters x: ANYPC (Apply to any character). x: PC (Apply to the character). x: Text (A type name). What it does Requires that the included qualifications be met by the target before the associated BONUS will be applied to that target. PREAPPLY works ONLY at the end of a BONUS tag. Bonuses with PREAPPLY tags will only appear in the Temporary Bonuses Tab .

## PREARMORTYPE (Global: PRErequisite)

Status New 5.10 Syntax PREARMORTYPE:x,y,y Parameters x: Number (The number of equipped armors needed). y: Text (The name of an Armor). y: Text (The name of a piece of Armor - “%” may be used as a wild-card). y: TYPE.Text (The type of Armor). y: LIST (Checks that the equipped Armor is one the character is proficient with). What it does Checks for equipped Armor. Examples PREARMORTYPE:1,Chainmail,Full Plate Character must have either “Chainmail” or “Full Plate” armor equipped.

## PREATT (Global: PRErequisite)

Status None Syntax PREATT:x Parameters x: Number (Base Attack Bonus number). What it does Number indicates the minimum base attack bonus. Highest PREATT possible is 20. Example PREATT:6 This would apply only if the PC had minimum base attack bonus of 6.

## PREBASESIZE (Global: PRErequisite)

Status None Syntax None Parameters PREBASESIZE Require the character’s base size is a particular size category, or in a particular range of size categories. Status Changed: size used to be specified as the size name in words, i.e. Small . Now is is specified as the SIZENAME , i.e. S . Syntax PREBASESIZEoperator:size operator and size are as per the PRESIZE tag . Examples As per the PRESIZE tag

## PREBIRTHPLACE (Global: PRErequisite)

Status None Syntax PREBIRTHPLACE:x Parameters x: Text (A birthplace name). What it does Character’s birthplace must match the listed text. Example PREBIRTHPLACE:Klamath Character must have been born in “Klamath”.

## PRECAMPAIGN (Data: campaign.pcc)

Status Updated 6.01.02 Syntax PRECAMPAIGN:x,y,y Parameters x: Number (Number of items required to pass) y: Text (Data set name as set by the CAMPAIGN tag). y: BOOKTYPE=Text (Matches data set BOOKTYPE tag). y: INCLUDES=Text (Data set name as set by the CAMPAIGN tag that is included in any selected campaign or one of its included sources). y: INCLUDESBOOKTYPE=Text (Data set BOOKTYPE of any selected campaign or one of its included sources).

## PRECAMPAIGN (Global: PRErequisite)

Status New 5.15.2 Syntax PRECAMPAIGN:x,y,y Parameters x: Number (Number of items required to pass) y: Text (Data set name as set by the CAMPAIGN tag). y: BOOKTYPE=Text (Matches data set BOOKTYPE tag). y: INCLUDES=Text (Data set name as set by the CAMPAIGN tag that is included in any selected campaign or one of its included sources). *** New 6.1.2 y: INCLUDESBOOKTYPE=Text (Data set BOOKTYPE of any selected campaign or one of its included sources).

## PRECHARACTERTYPE (Global: PRErequisite)

Status New 5.17.12 Syntax PRECHARACTERTYPE:x,y,y Parameters x: Number (Number of character types required) y: Text (Character type.) What it does Sets requisites for character type. Examples PRECHARACTERTYPE:1,PC Character must be designated as a PC . PRECHARACTERTYPE:1,NPC,Monster Character must be a designated either as an NPC or as a Monster .

## PRECHECK (Global: PRErequisite)

Status None Syntax PRECHECK:x,y=z Parameters x: Number (The number of checks that must be equal to or greater than the numbers specified for the check to succeed). y: Text (A defined check from statsandchecks.lst - e.g. Fortitude or Willpower). z: Number (The number the associated check must be greater than or equal to). What it does Sets the minimum CHECK requirements. Examples PRECHECK:1,Fortitude=5,Reflex=3 Would succeed if Fortitude meets or exceeds 5 or Reflex meets or exceeds 3.

## PRECHECKBASE (Global: PRErequisite)

Status None Syntax PRECHECKBASE:x,y=z Parameters x: Number (The number of base checks that must be equal to or greater than the numbers specified for the check to succeed). y: Text (A defined check from statsandchecks.lst - e.g. Fortitude or Willpower). z: Number (The number the associated base check must be greater than or equal to). What it does Sets the minimum Base Check requirements. Base Checks are usually only those from class advancement (no stat modifiers, magic, etc.), but follow anything defined with “ BONUS:CHECKS|BASE.Name| “.

## PRECITY (Global: PRErequisite)

Status None Syntax PRECITY:x Parameters x: Text (The name of a city that you must live in). What it does Sets the required city. A character’s city is set in the Description Tab Example PRECITY:Klamath Character must currently reside in “Klamath”.

## PRECLASS (Global: PRErequisite)

Status None Syntax PRECLASS:x,y=z,y=z Parameters x: Number (The number of classes that must be equal to or greater than the numbers specified for the check to succeed). y: Text (Class Name) y: TYPE.Text (Class Type) y: SPELLCASTER. y: SPELLCASTER.Type (Spellcaster Type) y: ANY z: Number (Class Level) What it does Sets class requirements. Example PRECLASS:2,Wizard=5,Sorcerer=6,Cleric=7 Multi-classed character must be at least Wiz5/Sor6, Wiz5/Clr7 or Sor6/Clr7. PRECLASS:1,SPELLCASTER=2 Character must have 2 levels in any spellcasting class.

## PRECLASSLEVELMAX (Global: PRErequisite)

Status None Syntax PRECLASSLEVELMAX:x,y=z,y=z Parameters x: Number (Number of listed classes required) y: Text (Class name) y: TYPE.Text (Class type) y: SPELLCASTER y: SPELLCASTER.Text (Spellcaster type) z: Number (Maximum class level) What it does Sets maximum class level limits. Class types are defined in the loaded datasets. Examples from the RSRD are “Base”, “PC”, or “Prestige”. SPELLCASTER will check against all spellcasting classes. SPELLCASTER.Text will check against spellcaster types, e.g. Arcane or Divine.

## PRECSKILL (Global: PRErequisite)

Status New 5.9.0 Syntax PRECSKILL:x,y Parameters x: Number (The number of skills that must be considered Class Skills for the check to succeed). y: Text (A defined skill name) y: TYPE.Text (A defined skill type) What it does Sets skill requirements. NOTE: In skills types with multiple versions like Craft (Pottery) or Knowledge (Local) there must be a space between the name and the parentheses because the text must match the entry exactly.

## PREDEITY (Global: PRErequisite)

Status None Syntax PREDEITY:x,y Parameters x: Number (The number of the deity’s name or pantheons that must match). y: Y (The character must have chosen a deity). y: N (The character must not have chosen a deity). y: Text (The name(s) of deities). y: PANTHEON.Text (The name(s) of pantheons). What it does Sets deity requirements by presence, name or pantheon name. Examples PREDEITY:1,Y Character must have a deity chosen. PREDEITY:1,N Character must NOT have a deity chosen.

## PREDEITYALIGN (Global: PRErequisite)

Status None Syntax PREDEITYALIGN:x Parameters x: LG,LN,LE,NG,TN,NE,CG,CN,CE (Alignment abbreviation). x: 0,1,2,3,4,5,6,7,8 (Alignment array number). What it does Requires the PC to have a deity with a particular alignment. Alignment names are defined in the statsandchecks.lst gameMode file. The Alignment abbreviation is the prefered method of identifying the required alignments. The Alignment array number, based on the order the Alignments are presented in the statsandchecks.lst file with the first one being 0.

## PREDEITYDOMAIN (Global: PRErequisite)

Status None Syntax PREDEITYDOMAIN:x,y,y Parameters x: Number (The number of the deity’s domains that must match). y: Text (Domain names). What it does Sets requirements for the character’s deity’s domains. This tag applies to the domains of the PC’s deity, and not the domains that the PC has selected for itself. Example PREDEITYDOMAIN:1,Good,Law Character must have chosen of deity with either the “good” domain or the “law” domain.

## PREDOMAIN (Global: PRErequisite)

Status Updated 5.11.7 Syntax PREDOMAIN:x,y,y Parameters x: Number (The number of the deity’s domains that must match). y: Text (Domain names or ANY). What it does Set’s requirements for a character’s domains. This tag applies to the domains that the PC has selected for itself. Example PREDOMAIN:1,Good,Law Character must have 1 of the two listed domains. PREDOMAIN:2,ANY Character must have 2 domains of any type.

## PREDR (Global: PRErequisite)

Status None Syntax PREDR:x,y=z,y=z Parameters x: Number (The number of the DR conditions that must be met). y: Text (The type of DR). z: Number (Value the DR must be greater or equal to). What it does Set’s requirements for a character’s Damage Resistance. Examples PREDR:1,+1=10 Must have DR of 10/+1 or greater (but DR Type must be +1). PREDR:1,-=10,+1=10,+2=10,+3=10,+4=10,+5=10,Silver=10 Must have DR of 10 or greater of any type listed.

## PREEQUIP (Global: PRErequisite)

Status None Syntax PREEQUIP:x,y,y Parameters x: Number (The number of items to be equipped) y: Text (Equipment name) y: TYPE=Text (Equipment type) y: WIELDCATEGORY=Text (Wield category of a weapon) What it does This is used to determine if a character has a particular item(s) equipped. The percent symbol (%) may be used as a wild-card when including text in the list of parameters. Multiple TYPEs may be stacked by including them in a period delimited (.) list.

## PREEQUIPBOTH (Global: PRErequisite)

Status None Syntax PREEQUIPBOTH:x,y Parameters x: Number (Number of items to be equipped). y: Text (Equipment name). y: TYPE=Text (Equipment type). y: WIELDCATEGORY=Text (Wield category name). What it does This is used to determine if a character has a particular item (usually a weapon) equipped and used two-handed style. Examples PREEQUIPBOTH:1,Quarterstaff Must have a Quarterstaff equipped in both hands. PREEQUIPBOTH:1,Sword (Great% The “%” allows for items named Sword (Great/Masterwork) etc. PREEQUIPBOTH:1,TYPE=Slashing Must have a slashing type weapon equipped in both hands.

## PREEQUIPPRIMARY (Global: PRErequisite)

Status None Syntax PREEQUIPPRIMARY:x,y,y Parameters x: Number (The number of items from the list that must be equipped in a primary hand). y: Text (The name of a piece of equipment - “%” may be used as a wild-card). y: TYPE=Text (The type of a piece of equipment). y: WIELDCATEGORY=Text (The wield category of a weapon). What it does This is used to determine if a character has a particular item (usually a weapon) equipped in a Primary hand for the character.

## PREEQUIPSECONDARY (Global: PRErequisite)

Status None Syntax PREEQUIPSECONDARY:x,y,y Parameters x: Number (The number of items from the list that must be equipped in a secondary hand). y: Text (The name of a piece of equipment - “%” may be used as a wildcard). y: TYPE=Text (The type of a piece of equipment). y: WIELDCATEGORY=Text (The wield category of a weapon). What it does This is used to determine if a character has a particular item (usually a weapon) equipped in a Secondary hand for the character.

## PREEQUIPTWOWEAPON (Global: PRErequisite)

Status None Syntax PREEQUIPTWOWEAPON:x,y,y Parameters x: Number (The number of items that must be equipped in a two weapon fighting manner - 1 or 2). y: Text (Weapon name - “%” may be used as a wildcard) y: TYPE=Text (Weapon type) y: WIELDCATEGORY=Text (Wield category). What it does This is used to determine if a character has a particular item (usually a weapon) equipped and used two weapon style. Examples PREEQUIPTWOWEAPON:1,Sword (Short) Must have a Sword (Short) equipped as one of two weapons for two weapon fighting.

## PREFEAT (Global: PRErequisite)

Status None Syntax PREFEAT:x,y,z Parameters x: Number (Number of required feats) y: CHECKMULT (Used to make the program count each instance of a feat separately - optional) z: Text (Feat name) z: Text z: TYPE=Text (Feat type) z: TYPE=Text PREFEAT Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 - PREFEAT is deprecated.

## PREFIX (Global: CHOOSE)

Status None Syntax None Parameters CHOOSE Tag Prefixes The CHOOSE tag uses “Prefix” tags to modify the application of the CHOOSE tag. The prefix tags are inserted into the CHOOSE tag’s syntax immediately after the colon (:) and before the first argument, using a pipe (|) as a delimiter between itself and the first argument. The valid prefix tags are detailed below.

## PREGENDER (Global: PRErequisite)

Status None Syntax PREGENDER:x Parameters x: Text (Gender to require). What it does Sets gender requirement. The character’s gender must start with the text specified. The test is case sensitive so “male” is not the same as “Male”. The PCGen GUI allows the following genders by default: Male, Female, Neuter, None, and Other. Example PREGENDER:M Character’s gender must start with “M”.

## PREHANDS (Global: PRErequisite)

Status None Syntax PREHANDSx:y Parameters x: EQ (Equals). x: GT (Greater Than). x: GTEQ (Greater Than or Equal to). x: LT (Less Than). x: LTEQ (Less Than or Equal to). x: NEQ (Not Equal to). y: Number (The number of hands to be compared to). What it does Makes the amount of hands a character has a prerequisite. Example PREHANDSGT:2 Character must have a number of hands greater than 2.

## PREHD (Global: PRErequisite)

Status Updated 5.13.5 Syntax PREHD:x,y Parameters x: MIN=Number or Formula (Minimum racial Hit Dice) y: MAX=Number or Formula (Maximum racial Hit Dice) What it does Provides the number, minimum or maximum, of hit dice the character must have to qualify. This test looks at a character’s racial HD and/or any levels of Monster Classes only. Examples PREHD:MIN=1,MAX=3 The character must have one, two, or three racial hit die monster levels. PREHD:MIN=4 The character must have four or more racial hit die or monster levels.

## PREHP (Global: PRErequisite)

Status New 5.10 Syntax PREHP:x Parameters x: Number (minimum Hitpoints) What it does Makes the amount of hitpoints a character has a prerequisite. Examples PREHP:50 The character must have at least 50 hp.

## PREITEM (Global: PRErequisite)

Status None Syntax PREITEM:x,y,y Parameters x: Number (The number of items a character must possess). y: Text (The name of an item a character must possess - “%” may be used as a wildcard). y: TYPE=Text (The type of an item the character must possess). What it does Sets requirements for items a character must possess. TYPE.xxx for reference, TYPE=xxx for assignment. Examples PREITEM:1,Sword (Long),Sword (Short) Character must possess either a “long sword” or a “short sword”.

## PREKIT (Global: PRErequisite)

Status New 6.1.9 Syntax PREKIT:x,y,y Parameters x: Number (Number of Kits Required) y: Text (Kit Name) What it does Checks to see if the character has the specified kit(s). The Kit name is taken from the STARTPACK tag for the target kit. This will only work with permenant kits. The percent sign (%) can be used as a trailing wildcard. Examples PREKIT:1,Starting Gold Makes sure the character has the ‘Starting Gold’ kit.

## PRELANG (Global: PRErequisite)

Status None Syntax PRELANG:x,y,y Parameters x: Number (The number of languages a character must know). y: Text (The name of a language the character must know). y: ANY (Indicator the any language will be allowed to help meet the required number). What it does Makes speaking certain languages a prerequisite. Examples PRELANG:1,Dwarven,Elven Character must be able to speak either “Dwarven” or “Elven”. PRELANG:2,Dwarven,Elven Character must be able to speak both “Dwarven” and “Elven”.

## PRELEGS (Global: PRErequisite)

Status None Syntax PRELEGSx:y Parameters x: EQ (Equals). x: GT (Greater Than). x: GTEQ (Greater Than or Equal to). x: LT (Less Than). x: LTEQ (Less Than or Equal to). x: NEQ (Not Equal to). y: Number (The number of legs to be compared to). What it does Makes the amount of legs a character has a prerequisite. Example PRELEGSGTEQ:4 Character must have at least 4 legs.

## PRELEVEL (Global: PRErequisite)

Status Updated 5.13.5 Syntax PRELEVEL:x,y Parameters x: MIN=Number or formula (Minimum total level). y: MAX=Number or formula (Maximum total level). What it does Provides the minimum and/or maximum total levels, including all character, racial, or monster class levels, the character must have to qualify. Either value may be used without the other. Example PRELEVEL:MIN=5 Character must be at least 5th level. PRELEVEL:MAX=5 Character must be no greater than 5th level. PRELEVEL:MIN=5,MAX=10 Character must be at least 5th level but no greater than 10th level.

## PRELEVELMAX (Global: PRErequisite)

Status None Syntax PRELEVELMAX:x Parameters x: Number (The maximum level). What it does Requires that a character have a maximum number of character (non-monster) levels. – Do NOT mix PRELEVELMAX and BONUS:SKILLPOINTS|NUMBER, since it results in double negative and some very bad exceptions in the code. Example PRELEVELMAX:10 Character cannot be over level 10.

## PREMOVE (Global: PRErequisite)

Status Updated 5.9.4 Syntax PREMOVE:x,y=z,y=z Parameters x: Number (The minimum number movement types which must pass). y: Text (The name of a type of movement). z: Number (The minimum movement rate for the associated movement type). What it does Makes movement rate a prerequisite. Examples PREMOVE:1,Walk=30,Fly=20 Character must be able to either walk at speed 30 OR fly at speed 20 PREMOVE:1,Swim=10 Character must be able to swim at speed

## PREMULT (Global: PRErequisite)

Status None Syntax PREMULT:x,y,y Parameters x: Number (Number of Prereqs) y: Text What it does PREMULT is a special PRExxx tag in that one embeds other PRExxx tags in it, allowing for the application of a logical OR across PRExxx tags. PREMULT can be embedded into itself. Examples PREMULT:1,[PRERACE:Gnome],[PRECLASS:1,Cleric=1] Character must be either a “Gnome” or a “Cleric”. PREMULT:1,[PRERACE:Gnome],[PREMULT:2,[PRESIZEGTEQ:M],[PREFEAT:1,Alertness]] Character must be “Gnome” OR a medium sized or larger creature with the “Alertness” feat.

## PREPCLEVEL (Global: PRErequisite)

Status New 5.13.6 Syntax PREPCLEVEL:x,y Parameters x: MIN=Number or formula (Minimum total level). y: MAX=Number or formula (Maximum total level). What it does Provides the minimum and/or maximum total character class levels the character must have to qualify. PREPCLEVEL does not count Monster (Racial) class levels. Class types PC, NPC and Prestige all count as character classes. Either value may be used without the other. Example PREPCLEVEL:MAX=1 Character must be no greater than 1st level.

## PREPOINTBUYMETHOD (Global: PRErequisite)

Status Updated 5.13.12 Syntax PREPOINTBUYMETHOD:x,y,y Parameters x: Number (Number of required point-buy methods) y: Text (Pointbuy method) What it does Sets a prerequisite based upon the saved method used by the point-buy system of stat determination. Note: Only one (1) point-buy method is used at any given time so using a value greater then one is unecessary. Examples PREPOINTBUYMETHOD:1,Standard Sets a prerequisite of “Standard” for the point-buy saved method. PREPOINTBUYMETHOD:1,Standard,High-powered Sets a prerequisite of “Standard” or “High-powered” for the point-buy saved method.

## PREPROFWITHARMOR (Global: PRErequisite)

Status New 5.15.8 Syntax PREPROFWITHARMOR:x,y,y Parameters x: Number (The number of armor proficiencies needed). y: Text (The name of a Armor Prof). y: TYPE.Text (The type of Armor prof). What it does Checks for Armor proficiency requirements. Examples PREPROFWITHARMOR:1,Chainmail,Full Plate Character must be proficient with either “Chainmail” or “Full Plate”. PREPROFWITHARMOR:1,TYPE.Medium Character must be proficient with Medium armor.

## PREPROFWITHSHIELD (Global: PRErequisite)

Status NEW 5.15.8 Syntax PREPROFWITHSHIELD:x,y,y Parameters x: Number (The number of shield proficiencies needed). y: Text (The name of a shield proficiency). y: TYPE.Text (The type of shield proficiency). What it does Checks for shield proficiency requirements. Examples PREPROFWITHSHIELD:1,Buckler,Large Shield Character must be proficient with either “Buckler” or “Large Shield”. PREPROFWITHSHIELD:1,TYPE.Tower Character must be proficient with Tower shields.

## PRERACE (Global: PRErequisite)

Status Updated 5.9.5 Syntax PRERACE:x,y,y Parameters x: Number (The number of racial properties which must be met). y: Text (The name of a race). y: TYPE=Text (The name of a race type defined by the race TYPE tag). y: RACETYPE=Text (The name of a race type defined by the race RACETYPE tag). y: RACESUBTYPE=Text (The name of a race subtype defined by the race RACESUBTYPE tag). What it does The character must be one of the listed races or possess one of the racial properties.

## PRERACETYPE (Data: classes.lst)

Status None Syntax PRERACETYPE:x Parameters x: Text (Race Type) *** Updated 5.9.4 What it does This tag checks both the TYPE and RACETYPE tags in the original race file entry, ignoring any race types aquired outside of the original race file entry. For monster classes the race must be of this type or they can not take the class. Where it is used Class Line. Example PRERACETYPE:Animal This class can only be taken by “Animal” races.

## PREREACH (Global: PRErequisite)

Status New 5.11.6 Syntax PREREACHx:y Parameters x: EQ (Equals). x: GT (Greater Than). x: GTEQ (Greater Than or Equal to). x: LT (Less Than). x: LTEQ (Less Than or Equal to). x: NEQ (Not Equal to). y: Number (The reach to be compared to). What it does Makes the character’s reach a prerequisite. Example PREREACH:10 Character must have at least a reach of 10 ft.. PREREACHEQ:5 Character must have a reach of exactly 5 ft..

## PREREGION (Global: PRErequisite)

Status None Syntax PREREGION:x Parameters y: Text (The region name). What it does Character’s home region must match the listed text. Examples PREREGION:Slithe Character must hail from the “Slithe” region.

## PRERULE (Global: PRErequisite)

Status None Syntax PRERULE:x,y Parameters x: Number (Number of rules required) y: Text (Rule name) What it does Checks for the state of a rule. The rule name must have been defined and match the variable ( VAR ) entry in the system/gameModes/rules.lst file. Rules can be turned on and off by the user in the House Rules section of the preferences. Example PRERULE:1,SYS_WTPSK The rule WeightPenaltyToSkill must be checked for this to apply.

## PRESA (Global: PRErequisite)

Status None Syntax PRESA:x,y,y Parameters x: Number (The number of Special Abilities a character must have). y: Text (The name of an Special Abilities). What it does Checks for the specified special abilities as a prerequisite. Special abilities applied by the SAB tag will satisfy this prerequisite. Example PRESA:1,Turn undead,Rebuke undead,Smite Evil Character must have any one of “Turn Undead”, “Rebuke Undead” or “Smite Evil”. CLASS:Mystic Theurge.MOD <tab> !PRESA:1,Theurgy Character must not have any Special Abilities of “Theurgy”.

## PRESIZE (Global: PRErequisite)

Status None Syntax None Parameters PRESIZE Require the character is a particular size category, or in a particular range of size categories. Status Syntax PRESIZEoperator:size operator is a comparison operator from the list EQ , LT , LTEQ , GT , GTEQ , or NEQ . The comparison operator is written as part of the tag name, i.e. PRESIZELTEQ . See comparison operators for more details. The operator is written as part of the tag name, i.e.

## PRESKILL (Global: PRErequisite)

Status None Syntax PRESKILL:x,y=z,y=z Parameters x: Number (Number of skills) y: Text (Skill name) y: TYPE.Text (Skill type) z: Number (Skill ranks) What it does Sets skill requirements. If you require multiples of a particular type of skill, you need to include a TYPE.Text sub-tag for each instance in the comma delimited list. Skills types with multiple versions like “Craft (Pottery)” or “Knowledge (Local)” there must be a space between the name and the parentheses because the text must match the entry exactly.

## PRESKILLMULT (Global: PRErequisite)

Status None Syntax PRESKILLMULT:x,y=z,y=z Parameters x: Number (The number of skills that must be equal to or greater than the numbers specified for the check to succeed). y: Text (A defined skill name). y: TYPE=Text (A defined skill type). z: Number (The number of ranks the associated skill must meet or exceed). What it does Similar to PRESKILL. This tag will set a flag on the character. It only works as a prereq if the rank in the skill divided by the rank needed is equal to the flag.

## PRESKILLSIT (Global: PRErequisite)

Status New 6.03.00 Syntax PRESKILLSIT:w,x,y=z,y=z Parameters w: Number (Number of skills) x: SKILL=Text (Skill name) y: Text (Situation) z: Number, Variable, or Formula (Skill ranks) What it does Sets situational skill requirements. Examples PRESKILLSIT:1,SKILL=Spot,Woodlands=10 Character must have at least 10 ranks in “Spot (Woodlands)”.

## PRESKILLTOT (Global: PRErequisite)

Status None Syntax PRESKILLTOT:x,x=y Parameters x: Text (skill name). x: TYPE=Text (skill type). y: Number (total non-bonus skill ranks required). What it does A comma-delimited list of skills whose total non-bonus ranks must equal y. Skills may be identified by TYPE. Example PRESKILLTOT:Spot,Listen,Search=30 Character must have a total of 30 non-bonus ranks between Spot, Search, and Listen skills.

## PRESPELL (Global: PRErequisite)

Status None Syntax PRESPELL:x,y,y Parameters x: Number (The number of spells required). y: Text (The name of a spell). What it does Sets spell requirements. Example PRESPELL:1,Magic Missile,Lightning Bolt Character must have either Magic Missile OR Lightning Bolt in their spell list.

## PRESPELLBOOK (Global: PRErequisite)

Status None Syntax PRESPELLBOOK:x Parameters x : YES x : NO What it does Sets spellbook requirements. Examples PRESPELLBOOK:YES At least one of the character’s classes must use spell books. PRESPELLBOOK:NO None of the character’s classes can use spell books.

## PRESPELLCAST (Global: PRErequisite)

Status None Syntax PRESPELLCAST:x=y Parameters x: MEMORIZE (Set requirements based on memorization). x: TYPE (Set requirements based on spelltype). y: Y (Yes - used with MEMORIZE). y: N (No - used with MEMORIZE). y: Text (A spelltype - used with TYPE). What it does Basically each label=value pair is processed, and as the character’s classes fail to meet that pair, the class is removed from the list. After all the label=value pairs have been processed, if the character has any classes remaining (meaning they meet all the requirements), then this prerequisite is met.

## PRESPELLDESCRIPTOR (Global: PRErequisite)

Status None Syntax PRESPELLDESCRIPTOR:x,y=z Parameters x: Number (Number of spells known) y: Text (Spell descriptor) z: Number (Minimum spell level) What it does Sets spell descriptor requirements. (i.e. Fire, Acid, Sonic, Evil, Good, Mind-Affecting, etc.) Example PRESPELLDESCRIPTOR:4,Mind-Affecting=3 Character must have at least four 3rd level or higher Mind-Affecting spells to meet the requirement. Deprecated Syntax: PRESPELLDESCRIPTOR:y,x,z

## PRESPELLSCHOOL (Global: PRErequisite)

Status NEW 5.12 Syntax PRESPELLSCHOOL:x,y=z,y=z Parameters x: Number (Number of spells known) y: Text (Name of a school of magic). z: Number (Minimum spell level) What it does Establishes a requirement for (x) number of spells from magic school (y) of at least level (z). You may include as many “School=Level” pairs as you require as a comma-delimited (“,”) list. Example PRESPELLSCHOOL:3,Necromancy=2 Character must have at least three 2nd level or higher Necromancy spells to meet the requirement.

## PRESPELLSCHOOLSUB (Global: PRErequisite)

Status Updated 5.12 Syntax PRESPELLSCHOOLSUB:x,y=z,y=z Parameters x: Number (Number of spells known) y: Text (Name of sub-school of magic.) z: Number (Minimum spell level) What it does Establishes a requirement for (x) number of spells from magic sub-school (y) of at least level (z). You may include as many “Sub-School=Level” pairs as you require as a comma-delimited (“,”) list. Example PRESPELLSCHOOLSUB:3,Creation=2 Character must have at least three 2nd level “Creation” spells to meet the requirement.

## PRESPELLTYPE (Global: PRErequisite)

Status Updated 5.10 Syntax PRESPELLTYPE:x,y=z Parameters x: Number (Number of spells known). y: Arcane (Arcane type spells). y: Divine (Divine type spells). y: Psionic (Psionic type spells). y: ANY (Any type of spell). z: Number (Spell level). What it does Sets spell type requirements. (Number of spells known of a specific type and level.) Use two, or more, PRESPELLTYPE tags if more than one spell type is required Example PRESPELLTYPE:4,Arcane=5 Character must have at least four 5th level arcane spells to meet the requirement.

## PRESR (Global: PRErequisite)

Status None Syntax PRESRx:y Parameters x: EQ (Equals). x: GT (Greater Than). x: GTEQ (Greater Than or Equal to). x: LT (Less Than). x: LTEQ (Less Than or Equal to). x: NEQ (Not Equal to). y: Number (The minimum Spell Resistance required). What it does Makes a character’s spell resistance (not including SR from equipment) a prerequisite. Example PRESRGTEQ:10 Character must have spell resistance of 10 or greater. PRESREQ:10 Character must have spell resistance of exactly 10.

## PRESTAT (Global: PRErequisite)

Status None Syntax PRESTAT:x,y=z,y=z Parameters x: Number (The number of stats that must match). y: Text (The stats abbreviation - as defined in statsandchecks.lst). z: Number (The minimum value of the stat). What it does Sets stat requirements. Examples PRESTAT:1,STR=18 Character must have an 18 Strength to meet the requirement. PRESTAT:1,STR=18,WIS=18 Either STR or WIS at 18 - one of the two listed must meet the requirements. PRESTAT:2,STR=18,WIS=18 BOTH STR and WIS at 18 - two of the two listed must meet the requirements.

## PRESUBCLASS (Global: PRErequisite)

Status None Syntax PRESUBCLASS:x,y,y Parameters x: Number (number of needed occurrences). y: Text (Subclass Name). What it does Sets subclass requirements. Examples PRESUBCLASS:1,Evoker,Abjurer,Enchanter,Illusionist Character must be one of the listed subclasses.

## PRETEMPLATE (Global: PRErequisite)

Status None Syntax PRETEMPLATE:x,y,y Parameters x: Number (Number of templates required) y: Text (Template name) What it does Sets template requirements. If one of the template names in the list matches, the prerequisite is met. The wildcard character (%) can be used within this tag. Example PRETEMPLATE:1,Celestial,Fiendish Character must be either “Celestial” or “Fiendish”. PRETEMPLATE:1,Feral% Character must be any subrace of Feral.

## PRETEXT (Global: PRErequisite)

Status None Syntax PRETEXT:x Parameters x: Text (Explanation of requirement) What it does This is used when there are special requirements which are not covered by another PRExxx tag. Mainly used for feats the text is displayed in the same field as the other pre-requisites. This tag in itself does not disqualify anything but alerts the player to the additional pre-requisites. Example PRETEXT:Character must make a sacrifice of bananas to the Monkey God.

## PRETOTALAB (Global: PRErequisite)

Status New 6.03.x Syntax PRETOTALAB:x Parameters x: Number (Integer) What it does This sets the total attack bonus requirement and considers both the base attack bonu and the epic attack bonus. Example PRETOTALAB:21 Required total attack bonus is 21.

## PRETYPE (Data: equipment.lst)

Status None Syntax PRETYPE:x,y,y Parameters x: Number (The number of types that must match the specified requirements). y: Text (Equipment type). y: EQMODTYPE=Text (Equipment Modifier type). y: EQMOD=Text (Equipment Modifier KEY). y: Same as above. What it does Make specific Types or Equipment Modifiers a prerequisite. EQMODTYPE checks for the TYPE in the applied Equipment Modifiers, not Equipment type. EQMOD checks for the specified EQMOD by name or key. EQMOD can take an optional parameter of the form EQMOD=<key>(<choice>) , where the “choice” represents an item previously selected by an internal chooser for the specified EQMOD .

## PRETYPE (Data: equipment_modifiers.lst)

Status None Syntax PRETYPE:x,y,y Parameters x: Number (The number of types that must match the specified requirements). y: Text (Equipment type). y: EQMODTYPE=Text (Equipment Modifier type). y: EQMOD=Text (Equipment Modifier KEY). y: Same as above. What it does Make specific Types or Equipment Modifiers a prerequisite. EQMODTYPE checks for the TYPE in the applied Equipment Modifiers, not Equipment type. EQMOD checks for the specified EQMOD by name or key. EQMOD can take an optional parameter of the form EQMOD=<key>(<choice>) , where the “choice” represents an item previously selected by an internal chooser for the specified EQMOD .

## PRETYPE (Global: PRErequisite)

Status None Syntax PRETYPE:x,y,y Parameters x: Number (Number of types required) y: Text (Type) What it does Sets specific “type” requirements appropriate to the object being applied to, i.e. Racial, Equipment, EqMod, Template, etc. See the PRETYPE entry in Equipment or Equipment Modifier files for usage. If you need to prerequisite race type from equipment you can use PRETEMPLATE to check for the racial type template. Examples PRETYPE:1,Elemental,Fey,Outsider Type must either “Elemental”, “Fey” or “Outsider”.

## PREUATT (Global: PRErequisite)

Status None Syntax PREUATT:x Parameters Variables Used: Number (Unarmed Attack Bonus number). What it does Number indicates the minimum unarmed base attack bonus. Example PREUATT:4 This would apply only if the PC had minimum unarmed attack bonus of 4.

## PREVAR (Global: PRErequisite)

Status None Syntax None Parameters PREVAR Requires that a VAR variable has a certain value or range of values. Status Syntax PREVARoperator:varname,value operator is a comparison operator from the list EQ , LT , LTEQ , GT , GTEQ , or NEQ . The comparison operator is written as part of the tag name, i.e. PREVARLTEQ . See comparison operators for more details. varname is the name of a variable - as used in a DEFINE: or BONUS:VAR statement.

## PREVIEWDIR (Game Mode: miscinfo.lst)

Status New 5.13.2 Syntax PREVIEWDIR:x Parameters x: Text (Path to specified directory) What it does Sets the directory from which the Character Sheet Tab populates the selection menu for this gameMode. The root of this path is the preview directory in the pcgen directory Example PREVIEWDIR:d20/fantasy Sets “pcgen/preview/d20/fantasy” at the directory of character sheets for this gameMode.

## PREVIEWSHEET (Game Mode: miscinfo.lst)

Status New 5.13.2 Syntax PREVIEWSHEET:x Parameters x: Text (Path to specified directory) What it does Sets the default sheet used by the Character Sheet Tab for this gameMode. The sheet specified must exist in the directory set by the gameModes PREVIEWDIR tag. Example PREVIEWSHEET:preview.html Sets the “preview.html” file as the default sheet displayed when the Character Sheet Tab is selected.

## PREVISION (Global: PRErequisite)

Status None Syntax PREVISION:x,y=z,y=z Parameters x: Number (Number of matching vision types) y: Text (Vision type) z: Number (Distance for related vision type) z: ANY What it does Sets the vision requirements by type and distance. The variable (z) is required for each vision type (y) provided and determines the minimum distance required for the related vision type. Examples PREVISION:2,Normal=ANY,Darkvision=ANY Character must have both Normal and Darkvision. PREVISION:1,Blindsight=30,Darkvision=30 Character must have either Blindsight or Darkvision at at least 30.

## PREWEAPONPROF (Global: PRErequisite)

Status Updated 5.13.0 Syntax PREWEAPONPROF:x,y,y Parameters x: Number (Number of matching proficiencies). y: Text (Weapon proficiency name). y: TYPE.Text (Weapon Proficiency type). y: DEITYWEAPON (Deities favored weapon). What it does Sets requirements based upon weapon proficiencies held. Though types can be used within this tag, their use can be tricky and can sometiime produce unexpected or unwanted results. Examples PREWEAPONPROF:2,Kama,Katana Character must have proficiency with both the “Kama” and the “Katana”.

## PREWIELD (Data: equipment_modifiers.lst)

Status None Syntax PREWIELD:x,y,y Parameters x: Number (The number of the wield categories that must match) y: Text (Light, OneHanded or TwoHanded) What it does Makes specific wield categories prerequisites. (See WIELD ). Wield categories are defined in the miscinfo.lst gamemode file by the WIELDCATEGORY tag. Example PREWIELD:1,Light,OneHanded Weapon must be either Light or OneHanded. PREWIELD:1,TwoHanded Weapon must be TwoHanded.

## PROF (Data: starting_kits.lst)

Status None Syntax PROF:x Parameters x: Text (Proficiency name) What it does Presents a pipe-delimited (|) list of weapon proficiencies for the character to choose from. If the RACIAL:YES tag is included on the line, PCGen will fill any racial bonus proficiency choices first, otherwise it will try to fill any class bonus proficiency choices. If there are any choices left they will be granted as bonus proficiencies. Example PROF:Greataxe Would give a proficiency in the use of “Greataxe” if the PC can afford it.

## PROFICIENCY (Data: equipment.lst)

Status None Syntax PROFICIENCY:x|y Parameters x: Text (WEAPON, ARMOR, or SHIELD) y: Text (Proficiency Name) *** Updated 5.13.8 What it does This tells PCGen what Proficiency name to use from the appropriate profs.lst file. (i.e. weaponprofs.lst , armorprofs.lst , or shieldprofs.lst ) Example PROFICIENCY:WEAPON|Sword (Long) Item uses the “Longsword” weapon proficiency. PROFICIENCY:ARMOR|Chainmail Item uses the “Chainmail” armor proficiency. PROFICIENCY:SHIELD|Buckler Item uses the “Buckler” shield proficiency.

## PROHIBITCOST (Data: classes.lst)

Status None Syntax PROHIBITCOST:x Parameters x: Integer *** Added 5.4 What it does Determines the redeemed value (against COST) of this school if selected as prohibited. Allows a prohibited cost to be set independently of the cost. Optional tag. If PROHIBITCOST is not present in the SUBCLASS line the value will default to COST. A value of 0 prevents this school from being prohibited. Example PROHIBITCOST:2 The subclass has a prohibited cost of 2.

## PROHIBITED (Data: classes.lst)

Status None Syntax PROHIBITED:x,x Parameters Variables Used: Text What it does This is a comma delimited list of spell schools that are prohibited to the class (no spells from that school can be taken). Example PROHIBITED:Divination,Necromancy The class cannot use Divination or Necromancy. Where it is used Class Line.

## PROHIBITSPELL (Data: classes.lst)

Status None Syntax PROHIBITSPELL:x Parameters x: ALIGNMENT.Text (Alignment name) x: DESCRIPTOR.Text (Descriptor name) x: SCHOOL.Text (School name) x: SUBSCHOOL.Text (Subschool name) x: SPELL.Text (Spell name) *** Updated 5.11.6 What it does Prohibits characters from using certain spells. Alignment, descriptor, school, and subschool names are period-delimited (.) lists of the appropriate parameter. Spell name is a comma-delimited (,) list of individual spell names. Alignment restrictions imposed by this tag can be turned off by the PROHIBITSPELLS house rule preference.

## PUBNAMELONG (Data: campaign.pcc)

Status None Syntax PUBNAMELONG:x Parameters x: Text (Long name of publisher) *** New 4.3.10 What it does The Publisher’s full name. Example PUBNAMELONG:Foo Games, Inc.

## PUBNAMESHORT (Data: campaign.pcc)

Status None Syntax PUBNAMESHORT:x Parameters x: Text (Short name of publisher) *** New 4.3.10 What it does The Publisher’s abbreviated name (usually their initials). Example PUBNAMESHORT:FGI

## PUBNAMEWEB (Data: campaign.pcc)

Status None Syntax PUBNAMEWEB:x Parameters x: Text (Web link) *** New 4.3.10 What it does The Publisher’s website/URL. Example PUBNAMEWEB:http://www.foogames.com/index.php

## QTY (Data: starting_kits.lst)

Status None Syntax QTY:x Parameters x: Number (Number of items) What it does Used to indicate the quantity of the indicated item. Used on GEAR lines to indicate the quantity of the indicated item to be purchased. This tag is optional and all GEAR tags default to QTY:1 if not this tag is not present. Example QTY:3 Three items are given. Where it is used GEAR line

## QUALIFIERS (Global: OTHER)

Status None Syntax <tagname>:x (See specific tag documentation for specific syntax.) Parameters x: ANY (Default) x: PC x: QUALIFIED Global Sub-Tags Global Qualifiers What it does Global qualifiers work for any LST Object which can be qualified with the exception of STAT and ALIGNMENT objects. Use of the qualifiers has the following effect: ANY - Will return a list of all LST objects of the type requested by the CHOOSE tag, e.g.

## QUALIFY (Global: OTHER)

Status Updated 5.11.7 Syntax QUALIFY:x|y|y Parameters x: ABILITY=Text (Ability category) x: CLASS x: DEITY x: DOMAIN x: EQUIPMENT x: EQMOD x: FEAT x: RACE x: SPELL x: SKILL x: TEMPLATE x: WEAPONPROF 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.

## QUALITY (Data: equipment.lst)

Status None Syntax QUALITY:x|y Parameters x: Text (Name of the quality) y: Text (Text string value of the quality) *** Added 5.9.7 What it does Sets the name and value of a quality which will be attached to the equipment. Qualities can be output by the EQ.0.QUALITY tag Example QUALITY:Restriction|Licensed The equipment has the “Restriction” quality which has a value of “Licensed”. QUALITY:Black Market DC|(+1) The equipment has the “Black Market DC” quality which has a value of “(+1)”.

## RACE (Data: campaign.pcc)

Status None Syntax RACE:x Parameters x: Text (File path) What it does Tells PCGen to load the races list file specified. Example RACE:fooraces.lst

## RACE (Data: deities.lst)

Status Deprecated 6.05.1 - use FACT Syntax RACE:x|x Parameters x: Text (Race of typical Worshippers) What it does This is used to identify the race of the typical worshippers of a Deity. Example RACE:Dwarf|Gnome The deity’s typical worshippers are Dwarves and Gnomes. .MOD Example (Appending): Initial Deity: <deity name> <tab> RACE:Elf Modified By: <deity name>.MOD <tab> RACE:Halfling Is Equivalent To: <deity name> <tab> RACE:Elf|Halfling

## RACE (Data: starting_kits.lst)

Status New 5.9.3 Syntax RACE:x Parameters x: Text (Race Name) What it does Sets the character’s race. Example RACE:Bugbear Sets the character’s race to Bugbear.

## RACE (Game Mode: migration.lst)

Status New 6.02.01 Syntax RACE:x Parameters x: Text (Old Race Key) What it does This tag begins a race migration line and is used to identify the old race key as part of the migration to a new race key. The RACE tag is used in conjunction with the NEWKEY and version tags. Example RACE:Misspelt Key

## RACE (Global: CHOOSE)

Status Updated 6.03.02 Syntax CHOOSE:RACE|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Race, by name or key) x: FEAT=Text (Feat, by name or key) x: RACETYPE=Text (Race-type) x: RACESUBTYPE=Text (Race-subtype) x: BASESIZE=Text (Size value) x: TYPE=Text (Race type) x: !TYPE=Text (Prohibited race type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does This will produce a list of all races matching the criteria. Using the FEAT=Text sub-tag will provide a list of races selected by the referenced feat.

## RACENAME (System: bio/biosettings.lst)

Status None Syntax RACENAME:x Parameters x: Text (The name of the race) What it does Defines the name of the race. Will appear under every AGESET tag. If the name is followed by a “%” symbol then that BIOSET will apply to all subsets of that race name. For example RACENAME:Elf% will apply to Elf (Drow), Elf (Wood) and all other Elf races. Without the “%” symbol the age set will apply only to the race that matches the name exactly, so RACENAME:Elf (House) will only be used by the race “Elf (House)”.

## RACESUBTYPE (Data: races.lst)

Status None Syntax RACESUBTYPE:x|x Parameters x: Text (Creature Subtype) *** New 5.9.4 What it does Defines the Subtypes a creature possesses. Additional Subtypes can be added and/or removed with a RACESUBTYPE in a template or other file type. Examples include: Air, Angel, Aquatic, Archon, Augmented, Chaotic, Cold, Earth, Evil, Extraplanar, Fire, Goblinoid, Good, Incorporeal, Lawful, Native, Reptilian, Shapechanger, Swarm, Water as well as Humanoid subraces such as Elf, Orc, Dwarf, etc..

## RACESUBTYPE (Data: templates.lst)

Status New 5.9.4 Syntax RACESUBTYPE:x|x Parameters x: Text (Creature Subtype) x: .REMOVE.Text (Removes Creature Subtypes) What it does Adds or removes additional Subtypes to the creature. Initial Subtypes are defined by the RACESUBTYPE race tag. Examples include: Air, Angel, Aquatic, Archon, Augmented, Chaotic, Cold, Earth, Evil, Extraplanar, Fire, Goblinoid, Good, Incorporeal, Lawful, Native, Reptilian, Shapechanger, Swarm, Water as well as Humaniod subraces such as Elf, Orc, Dwarf, etc.. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing RACESUBTYPE tag, the data included in a new RACESUBTYPE tag will be appended to the existing tag data.

## RACETYPE (Data: companion_mods.lst)

Status None Syntax RACETYPE:x Parameters x: Text (Creature Type) *** Added 5.9.4 What it does Changes the type of the creature from the initial type defined by the RACETYPE tag in the race line to the racetype designated. A Creature may only have one racetype at any given time. Existing selections from the RSRD Monster List include: Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead, and Vermin Example RACETYPE:Undead The Creature is now of the “Undead” type.

## RACETYPE (Data: races.lst)

Status None Syntax RACETYPE:x Parameters x: Text (Creature Type) *** New 5.9.4 What it does Defines the Type of creature the race is. A Creature may only have one RACETYPE at any given time. The Base RACETYPE set in the race line can be changed with a RACETYPE tag in a template or other file type. Currently existing selections from the Monster List include: Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead, and Vermin.

## RACETYPE (Data: templates.lst)

Status New 5.9.4 Syntax RACETYPE:x Parameters x: Text (Creature Type) What it does Changes the Type of creature the race is from the initial Type defined by RACETYPE in the race line. A Creature may only have one RACETYPE at any given time. Currently existing selections from the Monster List include: Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead, and Vermin .MOD Behavior: When modifying a template, with the .MOD tag, given an existing RACETYPE tag, the data included in a new RACETYPE tag will overwrite the existing tag data.

## RACIAL (Data: starting_kits.lst)

Status None Syntax RACIAL:x Parameters x: Boolean (YES or NO) What it does Grants or denies a character’s natural racial ability to choose weapon proficiencies. Creating a kit with a RACIAL tag supplementing a PROF tag allows you to permit or deny this natural ability. If allowed the kit will pick one of the available choices of weapon proficiencies. If not allowed the character will receive none of the available racial weapon proficiencies.

## RANGE (Data: equipment.lst)

Status None Syntax RANGE:x Parameters x: Number (Distance of one range increment) What it does Sets the distance of the weapon’s range increment. Example RANGE:50 One range increment for this weapon is 50 ft.

## RANGE (Data: spells.lst)

Status Updated 5.13.6 Syntax RANGE:x Parameters x: Text (Spell range) What it does Reports the range that the spell has. Example RANGE:Medium (100’ + 5/lv) This spell has a range of 100 feet plus 5 feet per level. RANGE:.CLEAR <tab> RANGE:Personal This clears the previous range and replaces with “Personal” range. .MOD Example (Appending): Initial Spell: <spell name> <tab> RANGE:Personal Modified By: <spell name>.MOD <tab> RANGE:Medium (100’ + 5/lvl) Is Equivalent To: <spell name> <tab> RANGE:Personal|Medium (100’ + 5/lvl) The associated spell can be used as a personal spell or at medium range.

## RANGEADD (Global: BONUS)

Status None Syntax BONUS:RANGEADD|x|y Parameters x: Text (PROJECTILE or THROWN) y: Number, variable or formula (Number to add to range) What it Does Increases range by integer. PROJECTILE and THROWN are hardcoded types (will be changed later). See also RANGEMULT and POSTRANGEADD. RANGEADD will be applied before any RANGEMULT and POSTRANGEADD tags. Examples BONUS:RANGEADD|PROJECTILE|5 Would increase the range of projectile weapons by 5. BONUS:RANGEADD|THROWN|10 Would increase the range of thrown weapons by 10.

## RANGEMULT (Global: BONUS)

Status None Syntax BONUS:RANGEMULT|x|y Parameters x: Text (PROJECTILE or THROWN) y: Number, variable or formula (Number to add to range) What it Does Increases range by percent. PROJECTILE and THROWN are hardcoded types (will be changed later). See also RANGEADD and POSTRANGEADD. RANGEMULT will be applied after all RANGEADD tags, but before all POSTRANGEADD tags. Examples BONUS:RANGEMULT|PROJECTILE|50 Would increase the range of projectile weapons by 50% (x1.5). BONUS:RANGEMULT|PROJECTILE|-50 Would decrease the range of projectile weapons by 50% (x.5).

## RANGEPENALTY (Game Mode: miscinfo.lst)

Status None Syntax RANGPENALTY:x Parameters x: Number What it does Sets the standard modification of the to-hit value for each range increment after the first. Penalty defaults to zero if this tag is not present. Example RANGEPENALTY:-2 Sets the range penalty for those range increments beyond the first to -2.

## RANK (Data: campaign.pcc)

Status None Syntax RANK:x Parameters x: Number (Rank) *** Updated 5.12 RC3 What it does Sets the priority in loading .pcc files. 1 is the highest priority and 9 is the lowest priority for loading .pcc files. When PCGen encounters certain objects with duplicate names from different sources (such as Classes) the object in the source with the highest priority rank will be loaded while the duplicate will generate an error message (and will not be loaded).

## RANK (Data: starting_kits.lst)

Status None Syntax RANK:x Parameters x: Number (Skill rank) What it does Grants the number of ranks to the skill indicated, in the immediately preceeding SKILL tag, to the character if they can legally have that many additional ranks of that skill. RANK tag MUST be used on all SKILL lines. If the indicated skill is a class skill then ranks will be purchased as such, and likewise for cross-class skills.

## RANKMODFORMULA (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax RANKMODFORMULA:x Parameters x: Formula (Formula to calculate skill bonus) What it does The RANKMODFORMULA tag is used to set the bonus to a skills total that each rank in the skill gives. The formula can use any valid JEP expressions. The formula can reference any variables defined for the character. The token \$\$RANK\$\$ will be replaced with the skills total ranks. Example RANKMODFORMULA:IF($$RANK$$>20,50+$$RANK$$,IF($$RANK$$>10,50+($$RANK$$-10)*2,IF($$RANK$$>0,$$RANK$$*5,-25)))-$$RANK$$ The first 10 ranks of a skill will each give +5 bonus to the skill total.

## RATEOFFIRE (Data: equipment.lst)

Status Deprecated 6.05.1 - use FACT Syntax RATEOFFIRE:x Parameters x: Text (Rate of Fire Text) What it does This is the weapon’s rate of fire (given as text suitable for output). Most likely only useful in modern and futuristic games. Example RATEOFFIRE:1 1 shot per round. RATEOFFIRE:0/10/20 0 shots first round, 10 shots second round and 20 shots on the third. RATEOFFIRE:S,A Single or Automatic. RATEOFFIRE:Single Single shot only.

## REACH (Data: equipment.lst)

Status None Syntax REACH:x Parameters x: Number (Weapon Reach) *** Updated 5.11.6 What it does The numerical value supplied is used by the WEAPONREACH miscinfo.lst tag to calculate the reach the wielder gains with the weapon. In general it adds to the weapon’s Reach minus the first 5 feet of the character’s natural reach, so a character with a natural reach of 10 wielding a weapon with a REACH value of 10 will have a reach of 15 with that weapon.

## REACH (Data: races.lst)

Status None Syntax REACH:x Parameters x: Number (Reach in Feet) What it does Determines the reach of the Race. .MOD Behavior: When modifying a race with the .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 race has a reach of ten feet. .MOD Example: Initial Race: <race name> <tab> REACH:5 Modified By: <race name>.MOD <tab> REACH:10 Is Equivalent To: <race name> <tab> REACH:10 The final reach is “10”.

## REACH (Data: templates.lst)

Status None Syntax REACH:x Parameters x: Number (Reach in Feet >= 0) What it does Changes the creature’s reach. .MOD Behavior: When modifying a template, with the .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. .MOD Example: Initial Template: <template name> <tab> REACH:10 Modified By: <template name>.MOD <tab> REACH:20 Is Equivalent To: <template name> <tab> REACH:20 .

## REACHMULT (Data: equipment.lst)

Status None Syntax REACHMULT:x Parameters x: Number (Weapon Reach Multiplier) *** Added 5.11.6 What it does The numerical value supplied is used by the WEAPONREACH miscinfo.lst tag to calculate the reach the wielder gains with the weapon. In general it multiplies the character’s natural reach, so a character with a natural reach of 10 wielding a weapon with a WEAPONREACH value of 2 will have a reach of 20 with that weapon.

## REGION (Data: templates.lst)

Status None Syntax REGION:x Parameters x: Text (Region name) x: YES (Not case sensitive) What it does This sets the name of the region the character is from, the default is none. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing REGION tag, the data included in a new REGION tag will overwrite the existing tag data. Example REGION:Timbuktu The character is from “Timbuktu”. .MOD Example: Initial Template: <template name> <tab> REGION:Timbuktu Modified By: <template name>.MOD <tab> REGION:Saskatewan Is Equivalent To: <template name> <tab> REGION:Saskatewan .

## REGION (Global: OTHER)

Status None Syntax REGION:x|y|y Parameters x: Number (Number of selections to allow) y: Text (Region name) What it does Allows a choice of the character’s region. The first parameter is the number of selections to allow. This should always be one. 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.

## REMOVABLE (Data: templates.lst)

Status None Syntax REMOVABLE:x Parameters x: Boolean (YES or NO) What it does This denotes whether a character can remove a template once it is chosen. If this tag is not included the default value is YES . .MOD Behavior: When modifying a template, with the .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.

## REMOVE (Game Mode: miscinfo.lst)

Status New 5.4 Syntax REMOVE:x Parameters x: Text (Name of a defined Armor Class Type). Pre defined ACTYPEs: Ability Armor Base ClassDefense Dodge NaturalArmor Shield Total What it does The REMOVE tag is used in lines beginning with ACTYPE. The REMOVE tag subtracts the defined ACTYPE specified to the ACTYPE being defined by the ACTYPE line. The REMOVE tag can be qualified with PRExxx tags. Example REMOVE:Base Subtracts ACTYPE:Base to the ACTYPE being defined in the ACTYPE line.

## REMOVE (Global: OTHER)

Status New 5.11.13 Syntax REMOVE:FEAT|x|y,y Parameters x: Number (Number of feats, Optional) x: ALL y: Text (Name of feat) y: TYPE.Text (Feat type) y: CLASS.Text (Feat class type) y: CHOICE (Presents a chooser dialog box) Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 - All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format.

## REPEATLEVEL (Data: classes.lst)

Status None Syntax w:REPEATLEVEL:x|y|z Parameters w: Number (Class level) w: SUBCLASSLEVEL:Number (Class level) w: SUBSTITUTIONLEVEL:Number (Class level) x: Number (Level interval) y: SKIP=Number (Number of intervals before skipping one interval, use 0 for no skip, Optional) z: MAX=Number (Maximum level, Optional) *** Added 5.13.3 What it does When included, this tag must be the first tag on the line. All the tags included on the line will be applied again at later levels at intervals specified by the tag.

## REPEATLEVEL (Data: templates.lst)

Status Updated 5.11.13 Syntax REPEATLEVEL:v|w|x:y:z Parameters v: Number (Levels per interval) w: Number (Number of intervals before skipping one interval, use 0 for no skip) x: Number (Maximum level) y: Number (Minimum level) z: Text (Tag to be repeated) What it does Repeats the application of the specified tag to the character on the intervals specified. If you specified “Levels per Interval” as 3 (“v”) beginning at level one (“y”), the line would repeat again at levels 4, 7, 10, etc… Continuing the above example, if you specified skipping an interval every two (2) intervals (“w”), the line would repeat at levels 4, 10, 13, 19, 22, 28, etc… “x” specifies the level at which the progression ends.

## REPLACES (Data: equipment_modifiers.lst)

Status None Syntax REPLACES:x,x Parameters x: Number (Key Name) What it does This is the list of eqmod keys that are replaced in the existing item by the specified eqmod keys in this tag. Example REPLACES:WEAP+1,WEAP+2,WEAP+3,WEAP+4,WEAP+5 Replaces keys “WEAP+1”, “WEAP+2”, “WEAP+3”, “WEAP+4” or “WEAP+5” with the keys specified in this tag.

## REQSKILL (Data: campaign.pcc)

Status None Syntax REQSKILL:x Parameters x: ALL or REQSKILL:ALL or UNTRAINED or REQSKILL:UNTRAINED or Text What it does A “|” (pipe) delimited list can include: UNTRAINED - all untrained skills will be automatically included on any character as if the skill had the REQ tag (see skill.lst for details); ALL - all skills will have the REQ tag, or; a list of specified skill names. If this tag is included it should be after the SKILL: tag.

## RESIZABLEEQUIPTYPE (Game Mode: miscinfo.lst)

Status New 5.14.0 Syntax RESIZABLEEQUIPTYPE:x Parameters x: Text (Equipment Type). What it does This provides a pip-delimited (|) list of the equipment types that can be resized by the automatic resize feature of PCGen. Example RESIZABLEEQUIPTYPE:Weapon|Resizable Equipment with a type of either Weapon or Resizable may be automatically resized to match the character’s size.

## ROLE (Data: classes.lst)

Status New 6.1.2 Syntax ROLE:x.x Parameters x: Text (a monster role as defined in the game mode). What it does Specifies the monster role or roles associated with a character class. Used to determine CR for creatures with both racial hit dice and class levels. Example ROLE:Skill Character levels in this class are key levels for CR calculation purposes for creatures with the Skill role. ROLE:Combat.Skill Character levels in this class are key levels for CR calculation purposes for creatures with either the Combat role or the Skill role.

## ROLE (Data: races.lst)

Status New 6.1.2 Syntax ROLE:x.x Parameters x: Text (a monster role as defined in the game mode). What it does Specifies the monster role or roles of a creature. Used to determine CR for creatures with both racial hit dice and class levels. Example ROLE:Combat Character levels in classes associated with the Combat role are key levels for CR calculation purposes for this creature. ROLE:Combat.Skill Character levels in classes associated with either the Combat role or the Skill role are key levels for CR calculation purposes for this creature.

## ROLLMETHOD (Game Mode: miscinfo.lst)

Status New 5.9.3 Syntax ROLLMETHOD:x Parameters x: Text (Description of random Stat rolling method). What it does Begins a line which adds a random dice rolling method to generate stats. This tag is followed by the METHOD tag which defines the actual dice formula. See the entry for METHOD for syntax usage. When a ROLLMETHOD has been added to a miscinfo.lst file it will appear in it’s own menu under the abilities preference pane as an option to generate ability stats.

## SAB (Global: ADD)

Status New 5.13.7 Syntax ADD:SAB|x|y|z,z Parameters x: Text (Name displayed on the chooser dialog.) y: Number, Variable or Formula (Optional - Number of choices granted) z: Text (Special ability name or description.) What it does Will add a number (y) of special abilities, from the presented list of special abilities (y), to the character. If the count (y) is not used the first special ability will be selected. If count (y) is used the character will be given a choice of one to the limit of count (y) from the items listed (z).

## SAB (Global: OTHER)

Status Updated 5.13.6 Syntax SAB:x Parameters x: Text (Special Ability Name) x: .CLEAR x: .CLEAR.Text (Special Ability Name) SAB - ‘special ability’ Displays a text string in the ‘special abilities’ section of the character sheet. What it does This grants the character a Special Ability that will get listed together with all other special abilities the character has. The % tag will fill in a number from a variable listed after a pipe | .

## SAVE (Global: BONUS)

Status New 6.03.00 Syntax BONUS:SAVE|x,x|y Parameters x: Text (Save name) x: BASE.Text (Save name) x: ALL y: Number, variable or formula (Save Bonus) What it Does Adds to the indicated save. Using the BASE.x syntax adds to indicated base save (normally only used in class progressions). Valid saves, e.g. Fortitude,Reflex,Will, are defined in the GameMode. Substitution is allowed through the use of %LIST . Example BONUS:SAVE|Fortitude,Reflex|1 Adds one to “Fortitude” and “Reflex” saves.

## SAVEINFO (Data: spells.lst)

Status None Syntax SAVEINFO:x Parameters x: Text (Spell save) What it does Reports whether or not there is a save for the spell, and if so what it is. Example SAVEINFO:Will Negates A successful Will save will negate the spell effects. .MOD Example (Appending): Initial Spell: <spell name> <tab> SAVEINFO:Will negates Modified By: <spell name>.MOD <tab> SAVEINFO:Reflex for half Is Equivalent To: <spell name> <tab> SAVEINFO:Will negates|Reflex for half A successful Reflex save will half the spell effect and a successful Will save negates.

## SCHOOL (Data: spells.lst)

Status Updated 5.13.6 Syntax SCHOOL:x|x Parameters x: Text (Spell School Name) What it does This is a pipe-delimited (|) list of Schools the spell belongs to and is used for specialist wizards to determine their favored school’s bonus spells. .CLEAR - this CAN be chained, e.g. SCHOOL:.CLEAR|x|x|. Example SCHOOL:Divination This spell belongs to the “Divination” school. SCHOOL:Enchantment|Illusion This spell belongs to the “Enchantment” and “Illusion” schools. Summon Monster VII.MOD <tab> CLASSES:Channeler=7 <tab> SCHOOL:.CLEAR <tab> SCHOOL:Greater Conjuration For the Class Channeler of level 7 the spell Summon Monster VII is modified, moving it from whatever schools it was in to just “Greater Conjuration”.

## SCHOOLS (Global: CHOOSE)

Status Updated 5.17.4 Syntax CHOOSE:SCHOOLS|x|x Parameters x: Text (School name) x: FEAT=Text (Feat, by name or key) x: ALL What it does This will produce a list of “Schools” of magic (e.g. Abjuration, Evocation, etc.). Use of the FEAT subtag will provide the SCHOOL selection made in the referenced feat. The feat referenced must contain a CHOOSE:SCHOOLS tag. The SELECT tag is used in conjunction with this CHOOSE tag to define the number of “selections” that can be made.

## SELECT (Data: starting_kits.lst)

Status New 5.9.5 Syntax SELECT:x Parameters x: JEP formula or VAR What it does Sets a value that can be checked at any point after this tag appears in a kit using the OPTION tag. This tag is used, in conjunction with the OPTION tag, to randomly determine if an item will be granted by the kit. The OPTION tag can be added to any kit line and the object will only be granted if the range specified by the OPTION tag matches the number generated by the SELECT tag.

## SELECT (Global: OTHER)

Status New 5.13.9 Syntax SELECT:x Parameters x: Number, Variable, or Formula (Number of choices) What it does This tag is optional. Defines the number of choices allowed every time the associated object is taken. This tag is used in conjunction with a CHOOSE tag that does not already have an integrated number for “choices” to be made. If this tag is not used the default number of selections made is one (1).

## SELECTION (Data: starting_kits.lst)

Status New 5.15.4 Syntax SELECTION:x,x Parameters x: Text (Language) What it does Makes selection of languages for ranks of the Speak Language skill. This tag is used, in conjunction with the SKILL and RANK tags, to select languages. Example SKILL:Speak Language <tab> RANK:2 <tab> SELECTION:Dwarven,Elven Selects Dwarven and Elven languages with the ranks bought. Where it is used SKILL lines

## SERVESAS (Global: OTHER)

Status New 5.13.15 Syntax SERVESAS:x|y|y Parameters x: ABILITY=Text (Ability category including FEATS) x: CLASS x: RACE x: SKILL 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”.

## SETTING (Data: campaign.pcc)

Status None Syntax SETTING:x Parameters x: Text (Setting) What it does This tells PCGen what the setting is (if there is one). Eventually This will be used to filter sources. Example SETTING:Ravenloft

## SEX (System: bio/biosettings.lst)

Status None Syntax SEX:gender[BASEHT:v|HTDIEROLL:w|BASEWT:x|WTDIEROLL:y|TOTALWT:z] Parameters Variables Used (gender): Text (Male or Female) v: Number (The base height for the associated race/gender) w: Text (The die roll for randomizing height) x: Number (The base weight for the associated race/gender) y: Text (The die roll for randomizing weight) z: Text (A formula used to get the total weight) What it does Determines how the Description tab randomizer generates height and weight for the different genders.

## SHIELDPROF (Data: campaign.pcc)

Status None Syntax SHIELDPROF:x Parameters x: Text (File path) What it does Tells PCGen to load the shield proficiencies list file specified. Example SHIELDPROF:fooshieldproflight.lst Load the shield proficiencies fooshieldproflight.lst file. SHIELDPROF:fooshieldproflight.lst.FORGET Forgets to load the shield proficiencies fooshieldprofsimple.lst file.

## SHIELDPROFICIENCY (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:SHIELDPROFICIENCY|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Shield proficiency) x: FEAT=Text (Feat, by name or key) x: TYPE=Text (Shield proficiency type) x: !TYPE=Text (Prohibited shield proficiency type) x: ALL y: ANY (Default) y: PC y: QUALIFIED y: EQUIPMENTx What it does This will produce a list of all shield proficiencies matching the criteria. Using the FEAT=Text sub-tag will provide a list of shield proficiencies selected by the referenced feat.

## SHOWCLASSDEFENSE (Game Mode: miscinfo.lst)

Status None Syntax SHOWCLASSDEFENSE:x Parameters x: Boolean (YES or NO). What it does Determines whether Defensive bonus from classes is displayed on the Class Tab. YES - Allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed. NO - Do not allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed (Default). If this tag is YES, then the Class tab will reflect any AC bonuses given with a BONUS:COMBAT|AC|x|TYPE=ClassDefense tag. Example SHOWCLASSDEFENSE:YES Allow bonuses of the BONUS:COMBAT|AC|x|TYPE=ClassDefense type to be displayed.

## SHOWINMENU (Data: campaign.pcc)

Status None Syntax SHOWINMENU:x Parameters x: Boolean (YES or NO, TRUE or FALSE also accepted) Example SHOWINMENU:YES What it does When set to YES, this tag tells PCGen to display this campaign in the Settings -> Campaigns menu. When selected, it will unload all other campaigns, and load this campaign. It will also set any options listed in the PCC file. It will appear in a submenu of its gamemode.

## 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)“.

## SITUATION (Global: BONUS)

Status New 6.03.00 Syntax BONUS:SITUATION|x=y,x=y|z Parameters x: Text (Skill Name) x: Text (Situation) y: Number, variable or formula (Number to add to skill level) What it Does Adds to the situational skill bonus. Example BONUS:SITUATION|Stealth=Woodlands|2 Adds two to “Stealth (Woodlands)” situational skill bonus.

## SIZE (Data: equipment.lst)

Status None Syntax SIZE:x Parameters x: Text (F,D,T,S,M,L,H,G,C) *** Updated 5.5.2 What it does Determines the size of the Item. (F=Fine, D=Diminutive, T=Tiny, S=Small, M=Medium, L=Large, H=Huge, G=Gargantuan, C=Colossal.) The size designations, including abbreviations, are dependant upon the gamemode used and may be redefined in the sizeadjustments.lst file. In third edition rules size of weapons is used in determining Proficiency qualifications and wielding abilities for weapons. In 3.5 edition rules weapon size no longer determines the actual size of the weapon but instead determines the size of the creature the weapon was made for.

## SIZE (Data: races.lst)

Status None Syntax SIZE:x Parameters x: Text (F,D,T,S,M,L,H,G,C) *** Updated 5.12 RC3 What it does Determines the size of the Race. (F=Fine, D=Diminutive, T=Tiny, S=Small, M=Medium, L=Large, H=Huge, G=Gargantuan, C=Colossal). Size is used in determining to-hit, AC, and affects some skills. The size designations, including abbreviations, are dependant upon the gamemode used and may be redefined in the sizeadjustments.lst file. .MOD Behavior: When modifying a race with the .MOD tag, given an existing SIZE tag, the data included in a new SIZE tag will overwrite the existing tag data.

## SIZE (Data: starting_kits.lst)

Status New 5.9.2 Syntax SIZE:x Parameters x: Size category (F,D,T,S,M,L,H,G,C) x: PC (matches the equipment to the character’s size) What it does Enlarges or reduces the GEAR item to the size specified. Example SIZE:S The item is set to size small. Where it is used GEAR lines

## SIZE (Data: templates.lst)

Status Updated 5.11.13 Syntax SIZE:x Parameters x: Text (F,D,T,S,M,L,H,G,C) x: Number or Formula (Numeric value of the size value) What it does Sets the character’s size, which is used in determining TO-HIT, AC, and affects some skills. Sizes are defined by the numeric values 0 thru 8 and may have textual values defined in the appropriate GameMode file. (See Game Mode File > Size Adjustment > SIZENAME TAG ) Note that if a value outside this range is used the result is undefined.

## SIZE (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:SIZE|x|x Parameters x: Text (Size) x: TYPE=Text (Size type) x: !TYPE=Text (Prohibited size type) x: ALL What it does This will produce a list of sizes (e.g. Small, Colossal, etc). The size list is a pipe (|) delimited list representing the logical OR . Example CHOOSE:SIZE|ALL This will produce a list of all sizes available in the gameMode. Where it is Used Ability, Domain, Feat, Race, and Template files.

## SIZEDIFF (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax SIZEDIFF:x Parameters x: Number (effective object size difference) What it does Defines the effective object size difference from the base Weapon size. This is used for the Object Size computations within the java code. Example SIZEDIFF:-1 If this weapon was Medium sized, then this weapon would have a Small object size. Where it is used After a WIELDCATEGORY tag.

## SIZEMOD (Global: BONUS)

Status None Syntax BONUS:SIZEMOD|NUMBER|x Parameters x: Number, variable or formula (Number of size categories to adjust) What it Does Moves the character’s size up or down the size range by the indicated number of steps. All stat modifications caused by a size change will take effect. Size Categories in order are: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal. Examples BONUS:SIZEMOD|NUMBER|1 Adds one to size. A “Medium” character would become “Large”.

## SIZEMULT (Game Mode: load.lst

Status None Syntax SIZEMULT:x|y Parameters x: Text (Name of size category) y: Number (Decimal Fractions) What it does Defines the Load Categories for the Size of the Creature. Example SIZEMULT:FINE|0.125 SIZEMULT:Diminutive|0.25 SIZEMULT:Tiny|0.5 SIZEMULT:Small|0.75 SIZEMULT:Large|2 SIZEMULT:Huge|4 SIZEMULT:Gargantuan|8 SIZEMULT:Colossal|16 These six categories must be included in all gameModes.

## SIZENAME (System: sizeAdjustment.lst)

Status None Syntax None Parameters SIZENAME Identifies a creature size category. Each line of the sizeAdjustment.lst file MUST begin with a SIZENAME tag. Features are added to the category by adding sub-tags after the SIZENAME , such as BONUS tags. The same SIZENAME may appear on multiple lines. The tokens following the SIZENAME are appended to any tokens for the same SIZENAME on preceding lines. Status New in 5.10.1. Syntax SIZENAME:size_name , where size_name is a single letter, i.e.

## SIZENUM (System: sizeAdjustment.lst)

Status None Syntax None Parameters SIZENUM Mandatory: Defines the sorting order for the size categories. Status New in 6.05.04. Before 6.05.04, the size order was inferred from the order of the SIZENAME tags in the sizeAdjustment.lst file. As of 6.05.04, the order is explicitly indicated using the SIZENUM tag. JIRA NEWTAG-480 / GitHub PR #397 - token parser changes. JIRA DATA-2507 / GitHub PR #410 - added SIZENUM tags to all the default game modes.

## SKILL (Data: campaign.pcc)

Status None Syntax SKILL:x Parameters x: Text (File path) What it does Tells PCGen to load the skills list file specified. Example SKILL:fooskills.lst

## SKILL (Data: starting_kits.lst)

Status None Syntax SKILL:x Parameters x: Text (Skill name) x: TYPE=Text (Skill type) What it does Grants the skill indicated to the character if they can legally have that many additional ranks of that skill. The number of ranks granted are determined by the RANK tag immediately following the SKILL tag. RANK tag MUST be used on all SKILL lines. If indicated skill is a class skill then ranks will be purchased as such, and likewise for cross-class skills.

## SKILL (Global: ADD)

Status New 5.11.11 Syntax ADD:SKILL|x|y,y Parameters x: Number, Variable or Formula (Number of choices granted. Optional) y: Text (Name of skill) What it does Will add a number (x) of skills from the provided list of skills (y) to the character. SKILL with no additional parameters will increase the quantity of the items by 1. SKILL with parameters will give the character a choice of one from the items listed in the y,y list.

## SKILL (Global: BONUS)

Status Updated 5.7.14 Syntax BONUS:SKILL|x,x|y Parameters x: Text (Skill name) x: STAT.Text (Stat name) x: TYPE=Text (Skill type) x: LIST x: ALL y: Number, variable or formula (Number to add to skill level) What it Does Adds bonus to skills matchng the listed criteria. When the STAT subtag is used this will add to skills based on the listed stat. When the TYPE subtag is used this will add to skills of the listed type.

## SKILL (Global: CHOOSE)

Status Updated 6.03.04 Syntax CHOOSE:SKILL|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Skill name or key) x: Text% (Search pattern by skill name or key) x: FEAT=Text (Feat, by name or key) x: TYPE=Text (Skill type) x: !TYPE=Text (Prohibited skill type) x: ALL y: ANY (Default) y: QUALIFIED y: USEUNTRAINED y: CLASS y: CROSSCLASS y: EXCLUSIVE y: NORANK y: RANKS=number (Skill ranks) What it does This will produce a list of skills matching the stipulated criteria.

## SKILLBONUS (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:SKILLBONUS|w|x|y|z Parameters w: Text (Skill name) w: TYPE=Text (Skill type) x: MIN=Number (Lowest value to choose from) y: MAX=Number (Highest value to choose from) z: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does You get a pop-up dialogue that allows you to select a number between (and including) the high and low values Note: This will only bring up the chooser if invoked from the Temporary Bonus tab.

## SKILLCOST_CLASS (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax SKILLCOST_CLASS:x Parameters x: Number (The cost of one skill rank for a class skill) What it does Specifies the cost of one rank of a class skill. It cannot be chained with a PRExxx Token. Example SKILLCOST_CLASS:1 Sets the cost of one rank of a class skill to one skill point. SKILLCOST_CROSSCLASS:1|PREFEAT:1,Fast Learner Does not work due to the chaining of the PREFEAT.

## SKILLCOST_CROSSCLASS (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax SKILLCOST_CROSSCLASS:x Parameters x: Number (The cost of one skill rank for a cross class skill) What it does Specifies the cost of one rank of a cross class skill. Example SKILLCOST_CROSSCLASS:2 Sets the cost of one rank of a cross class skill to two skill points.

## SKILLCOST_EXCLUSIVE (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax SKILLCOST_EXCLUSIVE:x Parameters x: Number (The cost of one skill rank for an exclusive skill) What it does Specifies the cost of one rank of an exclusive skill. Example SKILLCOST_EXCLUSIVE:1 Sets the cost of one rank of an exclusive skill to one skill point.

## SKILLLIST (Data: classes.lst)

Status None Syntax SKILLLIST:x|y|y Parameters x: Number (Number of choices) y: Text (Class Name) What it does This is a | (pipe) delimited list of class names that the class can choose from to duplicate class skills. Examples SKILLLIST:1|Ranger The class can choose from Ranger class skills. SKILLLIST:1|Ranger|Druid The class can choose either from Ranger or Druid class skills. SKILLLIST:2|Ranger|Druid|Barabarian The class can choose from 2 of Ranger, Druid or Barbarian class skills.

## SKILLMULT (Data: races.lst)

Status None Syntax SKILLMULT:x Parameters x: Number (Skill Multiplier) What it does Defines the Multiplier of the skill points when the character is first level. Default is x4. Most Multi-hit die creatures have SKILLMULT:1 since adding class levels is done as Multi-Classing. .MOD Behavior: When modifying a race with the .MOD tag, given an existing SKILLMULT tag, the data included in a new SKILLMULT tag will overwrite the existing tag data.

## SKILLMULTIPLIER (Game Mode: miscinfo.lst)

Status None Syntax SKILLMULTIPLIER:x|x Parameters x: Number (The skill multiplier for the level - level is based on position). What it does Alters the number of skill points awarded at various levels of advancement. Currently implemented to support the standard rule that characters get 4x the normal amount of skills at first level. Examples SKILLMULTIPLIER:4 Character gets 4x the normal amount of skills, at 1st level. SKILLMULTIPLIER:2|2|2 Character gets 2x the normal amount of skills, at 1st, 2nd, and 3rd level.

## SKILLPOINTS (Global: BONUS)

Status None Syntax BONUS:SKILLPOINTS|NUMBER|x Parameters x: Number, variable or formula (Number to add to skill level) What it Does Adds to the number of skill ranks gained when the character gains a level. Not retroactive. PRExxx tags may be used with this tag. Exception: Do NOT mix PRELEVELMAX with this tag. Examples BONUS:SKILLPOINTS|NUMBER|1 Adds one skill point per level. BONUS:SKILLPOINTS|NUMBER|4|PRELEVELMAX:1 Adds 4 additional skillpoints to the character at first level only, above and beyond any other skillpoints gained for race or class, etc.

## SKILLPOOL (Global: BONUS)

Status New 5.3.9 Syntax BONUS:SKILLPOOL|CLASS=x;LEVEL=y|z Parameters x: Text (Class the points are to be awarded to) y: Number (Class Level the points are to be awarded to) z: Number (Number of points to be added to skill the pool) What it Does Adds to the number of points in the skill pool of the class at the level specified. Examples BONUS:SKILLPOOL|CLASS=Fighter;LEVEL=2|2 Adds 2 additional skillpoints to the character’s skill pool at the second level of the character’s Fighter Class.

## SKILLRANK (Global: BONUS)

Status Updated 5.7.14 Syntax BONUS:SKILLRANK|x|y Parameters x: Text (Skill Name) x: TYPE=Text (Skill type) y: Number, variable or formula (Number to add to skill level) What it Does Adds to skill ranks (Maximum ranks still apply). Example BONUS:SKILLRANK|Bluff,Listen|2 Adds two to “Bluff” & “Listen” skills. BONUS:SKILLRANK|TYPE=Strength|2 Adds two to Strength type skills. BONUS:SKILLRANK|Speak Language,Decipher Script,Innuendo|2|TYPE=Insight Adds two to three skills for insight purposes.

## SKILLRANKTEXT (Game Mode: miscinfo.lst)

Status None Syntax SKILLRANKTEXT:x <tab> y Parameters x: Number (Skill rank) y: Text (Alternate skill rank text) What it does Provides a text-based identifier for skill rank numbers. Examples SKILLRANKTEXT:1 <tab> Incompetant SKILLRANKTEXT:2 <tab> Novice SKILLRANKTEXT:3 <tab> Competant SKILLRANKTEXT:4 <tab> Expert SKILLRANKTEXT:5 <tab> Professional SKILLRANKTEXT:6 <tab> Master SKILLRANKTEXT:7 <tab> Supreme Character skills with ranks of 1 through 7 will be labeled as “Incompetent”, “Novice”, “Competent”, “Expert”, “Professional”, “Master” or “Supreme” as appropriate.

## SKILLTABLEHIDDEN (Game Mode: miscinfo.lst)

Status New 5.17.0 Syntax SKILLTABLEHIDDENCOLUMNS:x,x Parameters x: Number (Column number) What it does Allows the identified columns in the skill table to be hidden from view. Examples SKILLTABLEHIDDENCOLUMNS:1,2,3,5 Columns 1, 2, 3 and 5 of the skill table are hidden from view.

## SKINTONE (System: bio/biosettings.lst)

Status None Syntax SKINTONE:x|x Parameters x: Text (Skin tone color) What it does The entries in this tag are used by the Description tabs randomizing function for the skin tone for the associated race. Example SKINTONE:Tanned|Pasty|Gray Skin tone is Tanned Pasty or Gray.

## SLOTS (Data: equipment.lst)

Status None Syntax SLOTS:x Parameters x: Number (Number of slots it takes to equip an item) What it does This tag is used in weapon lines to set the number of slots required to equip a character with the weapon. The default is one. Example SLOTS:2 Weapon requires two hands to wield it.

## SLOTS (Global: BONUS)

Status Updated 5.7.3 Syntax BONUS:SLOTS|x|y Parameters x: Text (Slot type) x: LIST (When used in conjunction with CHOOSE) y: Number, variable or formula (Number of item slots) What it Does Adds to the number of items usable in the defined slot. These slots are defined in the equipmentslots.lst file for each gameMode. Slot Types defined in most gameModes are: AMULET ARMOR BELT BOOT BRACER CAPE CLOTHING EYEGEAR GLOVE HEADGEAR LEGWEAR PSIONICTATTOO (in the 3.0 and 3.5 gameModes) RING ROBE SHIELD SHIRT TATTOO (in the Modern gameMode) TRANSPORTATION (in the Modern gameMode) VEHICLE (in the Spycraft gameMode) WEAPON Example BONUS:SLOTS|RING|1 Adds one ring slot to character.

## SORTKEY (Global: OTHER)

Status New 5.17.4 Syntax SORTKEY:x Parameters x: Text (Alpha Numeric) What it does This tag provides a generic text field by which LST objects can be sorted. SORTKEY can be modified with the MOD tag. Note: When sorting lists of objects, PCGen will sort by SORTKEY , OUTPUTNAME then LST Name (e.g. “Enlarge Spell”, “Quicken Spell”, etc), in that order. Sorts order is 0-9, A-Z. Example Enlarge Spell<tab>SORTKEY:Metamagic~Enlarge Spell Quicken

## SOURCE (Game Mode: migration.lst)

Status New 6.01.03 Syntax SOURCE:x Parameters x: Text (Old Source key) What it does This tag begins a source migration line and is used to identify the old source key as part of the migration to a new source key. The SOURCE tag is used in conjunction with the NEWKEY and version tags. Example SOURCE:Paizo - Guide To Pathfinder Society Organised Play 4.0

## SOURCEDATE (Data: campaign.pcc)

Status None Syntax SOURCEDATE:x Parameters x: Date (Release date of source in format YYYY-MM) *** New 5.9.5 What it does Allows PCGen to determine which of two sources is newer. A source without this tag will be considered older than a source with a set date. There is a preference which must be checked to activate this feature. In Preferences/PCGen/Sources check the box for “Allow newer sources to override duplicate object from older sources”.

## SOURCELINK (Global: OTHER)

Status New 6.1.9 Syntax SOURCELINK:x Parameters x: Text (Link to source website) What it does Specifies the URL that points directly to a reference document with detailed information on the associated LST object. This tag is optional. Example SOURCELINK:http://www.d20srd.org/srd/spells/aid.htm Provides the following active URL: http://www.d20srd.org/srd/spells/aid.htm SOURCELINK:http://paizo.com/prd/spells/aid.html Provides the following active URL: http://paizo.com/prd/spells/aid.html

## SOURCELONG (Data: campaign.pcc)

Status None Syntax SOURCELONG:x Parameters x: Text (Long name of source) *** Updated 4.3.10 What it does The full product/book name. Example SOURCELONG:Core Rulebook I (Foo Handbook) The long source name for this file is “Core Rulebook I (Foo Handbook)”.

## SOURCELONG (Global: OTHER)

Status Updated 5.10 Syntax SOURCELONG:x Parameters x: Text (Long Source Name) What it does Specifies the full product/book name. This tag is used on its own line, with other SOURCExxx tags, or on individual object lines. When used on its own line the SOURCELONG tag will be used by all objects which follow it. When used on individual object lines it applies to that object and overrides any stand alone SOURCELONG tag on lines which preceeded it.

## SOURCEPAGE (Global: OTHER)

Status None Syntax SOURCEPAGE:x Parameters 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.

## SOURCESHORT (Data: campaign.pcc)

Status None Syntax SOURCESHORT:x Parameters x: Text (Short name of source) *** Updated 4.3.10 What it does The short product/book name. Example SOURCESHORT:FHB The short source name for this file is “FHB”.

## SOURCESHORT (Global: OTHER)

Status Updated 5.10 Syntax SOURCESHORT:x Parameters x: Text (Short Source Name) What it does Specifies the short product/book name. This tag is used on its own line, with other SOURCExxx tags, or on individual object lines. When used on its own line the SOURCESHORT tag will be used by all objects which follow it. When used on individual object lines it applies to that object and overrides any stand alone SOURCESHORT tag on lines which preceeded it.

## SOURCEWEB (Data: campaign.pcc)

Status None Syntax SOURCEWEB:x Parameters x: Text (Web address) *** Updated 4.3.10 What it does The URL that points directly to this product/book. 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".

## SOURCEWEB (Global: OTHER)

Status Updated 5.10 Syntax SOURCEWEB:x Parameters x: Text (Source Web Site) What it does Specifies the URL that points directly to this product/book. This tag is used on its own line, with other SOURCExxx tags, or on individual object lines. When used on its own line the SOURCEWEB tag will be used by all objects which follow it. When used on individual object lines it applies to that object and overrides any stand alone SOURCEWEB tag on lines which preceeded it.

## SPECIALTYKNOWN (Data: classes.lst)

Status None Syntax SPECIALTYKNOWN:x,x,x,x,… Parameters x: Number *** Updated 5.11.4 What it does Adds the numeric value given to the number of specialty school spells that the class can cast per spell level. If not listed, the default value is 0. Example 19 <tab> SPECIALTYKNOWN:1,1,1,1,1,1,1,1,1,1 At 19 level the specialist can prepare one additional Zero thru ninth level spell (of the school selected as a specialty) per spell level each day.

## SPECIALTYSPELLKNOWN (Global: BONUS)

Status New 6.01.7 Syntax BONUS:SPECIALTYSPELLKNOWN|x;y|z Parameters x: CLASS=Text (Class name) x: TYPE=Text (Spell type) y: LEVEL=Number (Spell level) z: Number (Number of spells) What it Does Adds additional known specialty spells. Example BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=1|1 You know and may cast 1 more 1 ^st^ lvl specialist Abjurer spell. BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=1|2 You know and may cast 2 more 1 ^st^ lvl specialist Conjurer spells.

## SPELL (Data: campaign.pcc)

Status None Syntax SPELL:x Parameters x: Text (File path) What it does Tells PCGen to load the spells list file specified. Example SPELL:foospells.lst

## SPELLBASECONCENTRATION (Game Mode: miscinfo.lst)

Status New 5.17.7 Syntax SPELLBASECONCENTRATION:x Parameters x: Formula (used to determine a spells base concentration check bonus) What it does This formula is used to determine the starting BASE concentration check bonus for a spell. NOTE: If the game mode does not contain a SPELLBASECONCENTRATION tag, the output tokens SPELLLISTCLASS.y.CONCENTRATION and SPELLMEM.v.w.x.y.CONCENTRATION will generate an empty string. Output sheets should check the value of these tokens, and if empty should not display concentration check bonuses.

## SPELLBASEDC (Game Mode: miscinfo.lst)

Status None Syntax SPELLBASEDC:x Parameters x: Formula (used to determine a spells base DC) What it does This formula is used to determine the starting BASE DC for a spell. Example SPELLBASEDC:10+SPELLLEVEL+BASESPELLSTAT Takes the number 10 as the starting point, then it adds the spells level and finally the primary stat bonus of the caster to come to the total.

## SPELLBOOK (Data: classes.lst)

Status None Syntax SPELLBOOK:x Parameters Variables Used: YES or NO What it does Means that the class is required to use a spellbook as a wizard does. Example SPELLBOOK:YES The class uses a spellbook. CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level. Where it is used Class Level Line.

## SPELLCAST (Global: BONUS)

Status None Syntax BONUS:SPELLCAST|x;y|z Parameters x: CLASS=Text (Class name) x: TYPE=Text (Spell type) y: LEVEL=Number (Spell level) y: LEVEL=ALL z: Number (Number of spells) What it Does Adds additional spell slots. Example BONUS:SPELLCAST|CLASS=Wizard;LEVEL=1|1 You can cast 1 more 1 ^st^ lvl Wizard spell. BONUS:SPELLCAST|TYPE=Arcane;LEVEL=1|1 You can cast 1 more 1 ^st^ lvl spell of Arcane type.

## SPELLCASTER (Global: ADD)

Status New 5.11.11 Syntax ADD:SPELLCASTER|x|y,y Parameters x: Number, Variable or Formula (Number of choices granted. Optional) y: Text (Class name) y: Text (Spellcasting class type, i.e. Arcane, Divine, Psionic) y: ANY What it does This grants a single bonus level to the spell casting class chosen. When allowing more than one selection, including a count (x) of greater than one, multiple classes can be selected but the same class cannot be selected twice.

## SPELLCASTMULT (Global: BONUS)

Status None Syntax BONUS:SPELLCASTMULT|x;y|z Parameters x: CLASS=Text (Class name) x: TYPE=Text (Spell type) y: LEVEL=Number (Spell level) z: Number (Number of spells) What it Does Adds additional spell slots. Example BONUS:SPELLCASTMULT|CLASS=Wizard;LEVEL=1|2 You can cast 2 times as many 1 ^st^ lvl Wizard spells as normal. BONUS:SPELLCASTMULT|TYPE=Arcane;LEVEL=1|2 You can cast 2 times as many 1 ^st^ lvl spells of Arcane type as normal.

## SPELLFAILURE (Data: equipment.lst)

Status None Syntax SPELLFAILURE:x Parameters x: Number (Spell Failure percentage) What it does The numeric value supplied is to show the percentage chance of spell failure when casting a spell while wearing/wielding this item (when item is equipped). Example SPELLFAILURE:5 Item causes 5% of arcane spells to fail.

## SPELLKNOWN (Global: BONUS)

Status None Syntax BONUS:SPELLKNOWN|x;y|z Parameters x: CLASS=Text (Class name) x: TYPE=Text (Spell type) y: LEVEL=Number (Spell level) z: Number (Number of spells) What it Does Adds additional known spells. Example BONUS:SPELLKNOWN|CLASS=Bard;LEVEL=1|1 You know 1 more 1 ^st^ lvl Bard spell. BONUS:SPELLKNOWN|CLASS=Bard;LEVEL=1|2 You know 2 more 1 ^st^ lvl Bard spells.

## SPELLKNOWN (Global: OTHER)

Status Updated 6.00.x Syntax SPELLKNOWN:CLASS|w=x|y|w=x|y|z|z Parameters w: Text (Class Name) w: SPELLCASTER.Text (Spellcaster Type) x: Number (Spell Level) y: Text (Spell List) z: PRExxx tag What it does This tag adds spells to the character’s list of known spells. The spell list (y) is a comma-delimited list of spell names. 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.

## SPELLKNOWNMULT (Global: BONUS)

Status New 5.5.2 Syntax BONUS:SPELLKNOWNMULT|x;y|z Parameters x: CLASS=Text (Class name) x: TYPE=Text (Stat name) y: LEVEL=Number (Spell level) z: Number (Number of spells) What it Does Adds additional known spells. Example BONUS:SPELLKNOWN|CLASS=Bard;LEVEL=1|2 You know 2 times more 1 ^st^ lvl Bard spells. BONUS:SPELLKNOWN|TYPE=Arcane;LEVEL=1|2 You know 2 times more 1 ^st^ lvl spells of Arcane type.

## SPELLLEVEL (Global: CHOOSE)

Status Updated 6.3.0 Syntax CHOOSE:SPELLLEVEL|w|x|y|z|x|y|z Parameters w: TITLE=Text (Chooser title. Optional) x: Text (Spellcaster class) x: CLASS=Text (Spellcaster class) x: SPELLTYPE=Text (Spell type) x: TYPE=Text (Class type) x: !TYPE=Text (Class type) x: ALL y: Number or formula (Minimum level) z: Formula (Maximum level) What it does Display a list of a character’s spell levels for the specified class or type. TITLE provides a descriptive title for the chooser. CLASS=Text will include spell levels of the designated classe.

## SPELLLEVEL (Global: OTHER)

Status Updated 6.00.x Syntax SPELLLEVEL:v|w=x|y|w=x|y|z|z Parameters v: DOMAIN v: CLASS w: Text (Domain or Class Name) w: SPELLCASTER.Text (Spellcaster Type) x: Number (Spell Level) y: Text (Spell List) z: PRExxx tag What it does This is the character’s spell list. The SPELLCASTER subtag is used only with the CLASS subtag. The spell list (y) is a comma-delmited list of spell names. 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.

## SPELLLIST (Data: classes.lst)

Status None Syntax SPELLLIST:x|y|y Parameters x: Number (number of choices) y: Text (Class Name) y: DOMAIN.Text (Domain Name) *** Updated 5.11.4 *** What it does This is an optional tag with PCGen defaulting to the class name as the name of the spell list if this tag is not included. Following the number of choices (x), this is a pipe-delimited (|) list of class names (y) that the class can choose from to duplicate spell casting ability.

## SPELLPOINTCOST (Data: spells.lst)

Status New 5.13.x Syntax SPELLPOINTCOST:x|y=z|y=z Parameters x: Number (Total cost) y: Text (Spell effect) z: Number (Spell effect cost) What it does This establishes the additional spell point cost for spell enhancements. This is a pipe-delimited (|) list of spell effects and spell effect costs. Example SPELLPOINTCOST:Evoke Fire=4|Range=1|Area of Effect=1|Duration=1 Enhancing the “Evoke Fire” effect would cost 4 spell points, the “Range”, “Area of Effect”, and “Duration” one point each. SPELLPOINTCOST:4 Enhancing the spell costs a total of 4 spell points.

## SPELLRANGE (Game Mode: miscinfo.lst)

Status None Syntax SPELLRANGE:x|y Parameters x: Text (Range name) y: Formula What it does Takes the defined name and uses the formula to replace the name in the Spells.lst under the range. Each value is a seperate TAG Example SPELLRANGE:CLOSE|floor(CASTERLEVEL/2)*5+25 Range value would be the caster’s level divided by 2 with then times by 5 and add 25 to come to the final value entered Example: Caster level 2 would

## SPELLRES (Data: spells.lst)

Status Updated 5.11.13 Syntax SPELLRES:x Parameters x: Text (Yes, No or free-form text) What it does Indicates whether the character can try to resist the spell based on their Spell Resistance (SR). There is NO JOINING IN THIS TOKEN… the following are NOT LEGAL (or you won’t get what you expect): SPELLRES:For Good Creatures|Limited or SPELLRES:.CLEAR|No Example SPELLRES:Yes This spell is susceptible to spell resistance. SPELLRES:For Good Creatures This spell is susceptible to Good Creatures.

## SPELLS (Data: starting_kits.lst)

Status None Syntax SPELLS:x|x Parameters x: Text (Spell name) What it does Grants the character the indicated spells if they are legally available. You can specify spells by using a pipe-delimited (|) list. Examples SPELLS:Detect Magic|Ghost Sound|Light|Read Magic Would give the Detect Magic , Ghost Sound , Light and Read Magic spells if the PC has free spells. SPELLS:LEVEL=0 Grants ALL 0-level spells.

## SPELLS (Global: CHOOSE)

Status New - 5.13.x Syntax CHOOSE:SPELLS|x,y,y[z]|x|y|y[z;z] Parameters x: Text (Spell name) x: TYPE=Text (Spell type) x: SCHOOL=Text (Spell school) x: SUBSCHOOL=Text (Spell subschool) x: DESCRIPTOR=Text (Spell descriptor) x: PROHIBITED=Boolean (Optional) x: SPELLBOOK=Text (Spellbook name) y: CLASSLIST=Text (Class name) y: DOMAINLIST=Text (Domain name) y: SPELLTYPE=Text (Spell type) y: ALL z: KNOWN=Boolean (Optional) z: LEVELMIN=Number, Variable, Formula, or MAXCASTABLE (Minimum spell level, Optional) z: LEVELMAX=Number, Variable, Formula, or MAXCASTABLE (Maximum spell level, Optional) What it does Presents a list of spells matching the criteria defined by the included sub-tags.

## SPELLS (Global: OTHER)

Status Updated 6.3.0 Syntax SPELLS:s|u|v|w|x,y|x,y|z|z Parameters s: Text (name of spellbook) s: .CLEARALL u: TIMES=ATWILL (Optional) u: TIMES=Number, Formula, or Variable (Cast times per unit time, Optional) v: TIMEUNIT=Text (Unit of time. Optional) w: CASTERLEVEL=Number, Formula, or Variable (Sets caster level, Optional) x: Text (Spell name) y: Number or Formula (Spell DC, Optional) z: PRExxx tag What it does This grants the character spell-like abilities. The spellbook name should conform to PCGen’s Standard Spellbook Names .

## SPELLSSPELLBOOK (Data: starting_kits.lst)

Status New 5.9.3 Syntax SPELLS:SPELLBOOK=v|CLASS=w|x|x[y]=z Parameters v: Text (Spellbook name) w: Text (Spellcasting class name) x: Text (Spell name) y: Text (Metamagic Feat name, optional) z: Number (Number of time the spell appears in the book) What it does Adds the named spell (x) to the spellbook (v) for the class (w). [y] is any metamagic feat known to the character. Examples SPELLS:SPELLBOOK=Prepared Spells|CLASS=Cleric|Aid=3|Align Weapon|Banishment Would add Aid, Align Weapon and Banishment to the Prepared Spells spellbook, Aid appears three times.

## SPELLSTAT (Data: classes.lst)

Status None Syntax SPELLSTAT:x Parameters x: Text (abbreviated name of stat from statsandchecks.lst) x: SPELL x: OTHER What it does Used to tell PCGen what attribute/stat to use for determining bonus spells and maximum level the character can cast Used in a Subclass Line this tag overwrites any SPELLSTAT tag in the main Class Line. The stat specified can be any stat defined in statsandchecks.lst system file. Use of the SPELL subtag tells PCGen to use the stat specified in the SPELLSTAT tag located in the class’ individual spells.

## SPELLTYPE (Data: classes.lst)

Status Deprecated 6.05.1 - use FACT Syntax SPELLTYPE:x Parameters x: Text (Spell type) What it does The type of spells the character casts Example SPELLTYPE:Arcane The class uses arcane spells. CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level. Where it is used Class Line.

## SPROP (Data: equipment.lst)

Status None Syntax SPROP:x Parameters x: Text (Special property) *** Updated 5.7.1 What it does The special property is text that will appear on output sheets under the equipment it is assigned to. Variable substitution can be used in the same manner as the SA tag The “%” symbol will fill in a number from a variable listed after a “|” (pipe). This can be done numerous times, with each successive “%” relating to the next variable listed after another “|” (pipe).

## SPROP (Data: equipment_modifiers.lst)

Status None Syntax SPROP:x Parameters x: Text (Special property) *** Updated 5.7.7 What it does The special property is text that will appear on output sheets under the equipment it is assigned to. Variable substitution can be used in the same manner as the SA tag The “%” symbol will fill in a number from a variable listed after a “|” (pipe). This can be done numerous times, with each successive “%” relating to the next variable listed after another “|” (pipe).

## SQUARESIZE (Game Mode: miscinfo.lst)

Status New 5.9 Syntax SQUARESIZE:x Parameters x: Number (in feet). What it does Specifies the size of a battlemap square in feet Example SQUARESIZE:5 Sets the size of a battlemap square to 5 feet.

## SR (Global: OTHER)

Status None Syntax SR:x Parameters 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 character’s total class levels + 10 on output for their total spell resistance.

## STACK (Data: abilities.lst)

Status None Syntax STACK:x Parameters x: Boolean (‘YES’ or ‘NO’) *** Added 5.11.x What it does This tells PCGen if the ability benefits may be stacked on one another. .MOD Behavior: When modifying an ability 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 The benefits for this ability stack with itself if 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.

## STARTFEATS (Data: races.lst)

Status None Syntax STARTFEATS:x Parameters x: Number (Number of Starting Feats) *** Updated before 5.12.0 What it does Grants a number of free feats to the race at first level. These are unrestricted feats. To restrict choice (such as “only Fighter feats”) use the global ADD:FEAT() tag. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing STARTFEATS tag, the data included in a new STARTFEATS tag will be included as if it were a separate tag.

## STARTPACK (Data: starting_kits.lst)

Status None Syntax STARTPACK:x Parameters x: Text (Kit name) What it does This MUST be the FIRST line of a new kit definition. Starts creation of a new kit. All lines following this one are considered part of this kit until a new STARTPACK tag, or the end of the file, is encountered. Example STARTPACK:Bar1 Would create a new available kit called “Bar1”.

## STARTSKILLPTS (Data: classes.lst)

Status None Syntax STARTSKILLPTS:x Parameters x: Number What it does This is how many skill points a character gains per level. Formulas can be used as well. Example STARTSKILLPTS:4 Class gets 4 skill points per level, before any modifiers. STARTSKILLPTS:4+INT Class gets 4 skill points per level plus the INT Bonus points, before any modifiers. STARTSKILLPTS:4/CHA Class gets 4 skill points per level divided by the CHA Bonus points, before any modifiers.

## STARTSTATMIN (Game Mode: miscinfo.lst)

Status New 5.17.0 Syntax STARTSTATMIN:x Parameters x: Number (Minimum Stat). What it does Defines the minimum starting stat for the Game Mode. Defaults to 3 if it remains undefined in the Game Mode. Example STARTSTATMIN:5 Sets the minimum STAT to “5”.

## STAT (Data: spells.lst)

Status None Syntax STAT:x Parameters x: Text (stat abbreviation) What it does Used to tell PCGen what attribute/stat to use for determining bonus spells and maximum level the character can cast. Used in conjunction with the SPELLSTAT:SPELL tag in the *_class.lst file. Example STAT:CHA When used in conjunction with the SPELLSTAT:SPELL tag in a class file, a spell with this tag will use the charisma modifier to determine bonus spells and maximum level the character can cast.

## STAT (Data: starting_kits.lst)

Status New 5.9.3 Syntax STAT:x=y|x=y Parameters x: Text (Stat abbreviation) y: Number, Variable or Formula (Stat value) What it does This sets the ability scores for the character. This is done as if the user had set them in the GUI, setting the editable scores before racial and other bonuses are added in. Specifying all the Stats is not required, a single Stat or more can be set and any which are not specified are left alone.

## STAT (Global: BONUS)

Status None Syntax BONUS:STAT|x,x|y Parameters x: Text (Stat name) y: Number, variable or formula (Number to adjust stat by) What it Does Adds to character stats (stat can be any stat that has been defined in the statsandchecks.lst system file). Examples BONUS:STAT|STR|2 Adds two to character’s STR stat. BONUS:STAT|DEX,CON,INT|1 Adds 1 to character’s DEX, CON, & INT stats. CHOOSE:PCSTAT|STR|DEX|CON <tab> STACK:NO <tab> MULT:YES <tab> BONUS:STAT|%LIST|1|TYPE=Inherent Adds 1 to character’s STR, DEX, & CON stats, can be chosen multiple times, does not stack.

## STATBASESPELLKNOWNSTAT (Global: BONUS)

Status New 5.5 Syntax BONUS:STAT|BASESPELLKNOWNSTAT|x Parameters x: Number, variable or formula (Number to adjust stat bonus by) What it Does Adds a virtual bonus to character’s base spell stat bonus when PCGen calculates the number of spells the character knows. Example BONUS:STAT|BASESPELLKNOWNSTAT|1 Adds 1 to all of the character’s base spell stat bonuses when calculating the number of spells known.

## STATBASESPELLKNOWNSTATCLASS (Global: BONUS)

Status New 5.5 Syntax BONUS:STAT|BASESPELLKNOWNSTAT;Class=x|y Parameters x: Text (Class name) y: Number, variable or formula (Number to adjust stat bonus by) What it Does Adds a virtual bonus to character’s base spell stat bonus when PCGen calculates the number of spells the character knows for the class specified. Example BONUS:STAT|BASESPELLKNOWNSTAT;Class=Wizard|2 Adds 2 to character’s base spell stat bonus for the Wizard class when calculating the number of spells known.

## STATBASESPELLSTAT (Global: BONUS)

Status None Syntax BONUS:STAT|BASESPELLSTAT|x Parameters x: Number, variable or formula (Number to adjust stat bonus by) What it Does Adds to character’s base spell stat bonus. Example BONUS:STAT|BASESPELLSTAT|1 Adds 1 to all of the character’s base spell stat bonuses.

## STATBASESPELLSTATCLASS (Global: BONUS)

Status None Syntax BONUS:STAT|BASESPELLSTAT;Class=x|y Parameters x: Text (Class name) y: Number, variable or formula (Number to adjust stat by) What it Does Adds to character base spell stat bonus for the class specified. Example BONUS:STAT|BASESPELLSTAT;Class=Wizard|2 Adds 2 to character’s base spell stat bonus for the Wizard class.

## STATBONUS (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:STATBONUS|w|x|y|z Parameters w: Text (Stat abbreviation. Optional) x: MIN=Number (Lowest value to choose from) y: MAX=Number (Highest value to choose from) z: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does You get a pop-up dialogue that allows you to select a number between (and including) the high and low values Note: This will only bring up the chooser if invoked from the Temporary Bonus tab. Example CHOOSE:STATBONUS|INT|MIN=2|MAX=5|TITLE=Enhancement Bonus Will let you choose a number between 2 and 5 as an enhancment bonus to the “Intelligence” bonus.

## STATMOD (Game Mode: statsandchecks.lst)

Status None Syntax STATMOD:x or if(x,y,z) Parameters x: Formula (Any valid formula). y: Formula (Any valid formula). z: Formula (Any valid formula). *** Updated 5.10.1 What it does Defines the formula used to determine a stats modifiers. Example STATMOD:floor(SCORE/2)-5 Would calculate a stat modification as STAT divided by 2, round down, minus 5 (SCORE is the variable name for the stat value). Note: the formula can only contain 1 SCORE variable.

## STATNAME (Game Mode: statsandchecks.lst)

Status None Syntax STATNAME:x Parameters x: Text (The full name of the stat). What it does Used to create stats in the program for the character to build upon. Example STATNAME:Awareness Creates a Stat named “Awareness”. Where it is used STATNAME Line.

## STATNOTEMP (Global: OTHER)

Status New 5.3.3 Syntax STAT.x.NOTEMP Parameters 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.

## STATNOTEMPMOD (Global: OTHER)

Status New 5.3.3 Syntax STAT.x.NOTEMPMOD Parameters 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.

## STATRANGE (Game Mode: statsandchecks.lst)

Status None Syntax STATRANGE:x|y Parameters x: Number (Defines the bottom of the stat range). y: Number (Defines the top of the stat range). What it does Defines the available range for a particular stat. Example STATRANGE:-100|100 Would allow a valid range for a stat of between negative 100 and positive 100. Where it is used STATNAME Line.

## STATRANGE2 (Game Mode: statsandchecks.lst)

Status None Syntax STATRANGE:x Parameters x: Number (The increment in the score necessary to get another bonus spell slot of the indicated level). What it does Indicates the increment in the spellcasting ability score necessary for the bonus spell granted on this line to be given again. Example STATRANGE:8 Base stat score +8 is required before another spell is given. Where it is used BONUSSPELLLEVEL Line. Complete Line Example: BONUSSPELLLEVEL:1

## STATROLLTEXT (Game Mode: miscinfo.lst)

Status None Syntax STATROLLTEXT:x <tab> y Parameters x: Number (Stat number) y: Text (Alternate stat number descriptive text) What it does Provides a text-based descripter for stat roll numbers. Examples STATROLLTEXT:1 <tab> Poor STATROLLTEXT:2 <tab> Low STATROLLTEXT:3 <tab> Average STATROLLTEXT:4 <tab> High STATROLLTEXT:5 <tab> Exceptional STATROLLTEXT:6 <tab> Awesome Character stat score of “1” will be labeled as “Poor”, “2” as “Low”, “3” as “Average”, “4” as “High”, “5” as “Exceptional” and “6” as “Awesome”.

## STATTABLEHIDDEN (Game Mode: miscinfo.lst)

Status None Syntax STATTABLEHIDDENCOLUMNS:x,x Parameters x: Number (Column number) What it does Allows the identified columns in the stat table to be hidden from view. Examples STATTABLEHIDDENCOLUMNS:1,2,3,5 Columns 1, 2, 3 and 5 of the stat table are hidden from view.

## STATUS (Data: campaign.pcc)

Status New 5.17.4 Syntax STATUS:x Parameters x: RELEASE (Default) x: ALPHA x: BETA x: TESTONLY What it does Defines the development status of a dataset. Example STATUS:RELEASE This dataset has been approved as release quality. STATUS:ALPHA This dataset is a work in progress, use it at your own risk. STATUS:BETA This dataset is finished, but not yet approved as release quality. STATUS:TESTONLY This data is set of internal testing use only.

## STRING (Data: equipment_modifiers.lst)

Status None Syntax CHOOSE:STRING|x|x|y Parameters x: Text (Choice to be offered) y: TITLE=Text (Chooser dialog title) *** Updated 5.13.8 What it does This will produce a list of the provided strings. Example CHOOSE:STRING|+1|+2|TITLE=Enhancement Bonus This will produce an “Enhancement Bonus” list consisting of “+1” and “+2”. CHOOSE:STRING|Undead|Constructs|Monkeys|TITLE=Biggest Irritant This will produce a list consisting of “Undead”, “Constructs” and “Monkeys”.

## STRING (Global: CHOOSE)

Status New 5.13.4 Syntax CHOOSE:STRING|x|x Parameters x: Text (Choice to be offered) What it does This will produce a list of the provided strings. The SELECT tag is used in conjunction with this CHOOSE tag to define the number of “selections” that can be made. Example CHOOSE:STRING|+1|+2 This will produce a list consisting of “+1” and “+2”. CHOOSE:STRING|Undead|Constructs|Monkeys This will produce a list consisting of “Undead”, “Constructs” and “Monkeys”. Ability, Domain, Feat, Race, and Template files.

## SUBCLASS (Data: classes.lst)

Status None Syntax SUBCLASS:x Parameters x: Text (name of subclass or specialty) What it does Defines a subclass or specialty choice. First tag of a line between the Class Lines and the level definition lines for the class which can choose these subclasses or specialties. Example SUBCLASS:Illusionist The class has Illusionist as a subclass. Where it is used Subclass Line.

## SUBCLASS (Data: starting_kits.lst)

Status New 5.9.3 Syntax SUBCLASS:x Parameters x: Text (Subclass name) What it does Sets a subclass choice. Will avoid the subclass chooser. Example SUBCLASS:Fast Hero Sets a subclass choice to “Fast Hero”.

## SUBCLASSLEVEL (Data: classes.lst)

Status None Syntax SUBCLASSLEVEL:x Parameters x: Number *** Added 4.3.1 What it does Defines a subclass level at which a particular Special Ability is granted. This tag should MUST be the first tag on a line, and will define a Subclass level dependent ability for the SUBCLASS immediately above it. Located before the Class Level Lines. Example SUBCLASSLEVEL:3 <tab> SA:Angelfire would add SA:Angelfire at level 3 Where it is used Subclass Line.

## SUBRACE (Data: templates.lst)

Status None Syntax SUBRACE:x Parameters x: Text (Subrace Name) x: YES What it does This sets the name of the sub race the character is, the default is none. If “YES” is specified then it will place the name of the template in parenthesis after the race on character sheet output. SUBRACE should only be used once in a template line. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing SUBRACE tag, the data included in a new SUBRACE tag will overwrite the existing tag data.

## SUBREGION (Data: templates.lst)

Status None Syntax SUBREGION:x Parameters x: Text (Sub-Region Name) x: YES What it does This sets the name of the sub-region the character is from. The default sub-region is none. If “YES” is specified then it will place the name of the template in parenthesis after the region on character sheet output. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing SUBREGION tag, the data included in a new SUBREGION tag will overwrite the existing tag data.

## SUBSCHOOL (Data: spells.lst)

Status Updated 5.11.13 Syntax SUBSCHOOL:x|x Parameters x: Text (Spell Sub-School Name) What it does This is a | (pipe) delimited list of Sub-Schools the spell belongs to and is used for specialist wizards to determine their favored school’s bonus spells. .CLEAR - this CAN be chained, e.g. SUBSCHOOL:.CLEAR|x|x|. Example SUBSCHOOL:Charm This spell belongs to the “Charm” sub-school. SUBSCHOOL:Creation|Calling This spell belongs to the “Creation” and “Calling” subschools. Wall of Force.MOD <tab> SUBSCHOOL:Force This spell belongs to the “Force” sub-school.

## SUBSTITUTIONCLASS (Data: classes.lst)

Status None Syntax SUBSTITUTIONCLASS:x Parameters x: Text (name of substitution levels) *** Added 5.11.0 What it does Defines a group of substitution levels. First tag of a line between the Class Lines and the level definition lines for the class which can choose these substitution levels. Example SUBSTITUTIONCLASS:Orc Ranger The class has Orc Ranger substitution levels. Where it is used Substitutionclass Line.

## SUBSTITUTIONLEVEL (Data: classes.lst)

Status None Syntax SUBSTITUTIONLEVEL:x Parameters x: Number *** Added 5.11.0 What it does Defines a substitution level at which a particular Special Ability is granted. This tag MUST be the first tag on a line, and will define a substitution level dependent ability for the SUBSTITUTIONCLASS immediately above it. Located before the Class Level Lines. Example SUBSTITUTIONLEVEL:4 <tab> SA:Goblin Slave (Ex) would add SA:Goblin Slave (Ex) at level 4 instead of the standard level 4 class abilities.

## SWITCH (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax SWITCH:x Parameters x: Text (new name) What it does The new name is one of the defined WIELDCATEGORY names. This is coupled with a PREVARxx:formula to figure the effective wield category of a weapon based on PC size. Standard PRExxx formulas used to compute size difference between weapon and PC. If the PREVARxxx formula is true, then the SWITCH type is applied. This allows changes in effective wield category based on weapon and PC size.

## SYMBOL (Data: deities.lst)

Status Deprecated 6.05.1 - use FACT Syntax SYMBOL:x Parameters x: Text (Symbol Name) What it does Used on the output sheet to display what the holy symbol is for this deity. Example SYMBOL:A small wooden cross The deity’s symbol is a small wooden cross. .MOD Example (Overwriting): Initial Deity: <deity name> <tab> SYMBOL:Knowed Snake Modified By: <deity name>.MOD <tab> SYMBOL:Frayed Knot Is Equivalent To: <deity name> <tab> SYMBOL:Frayed Knot

## TAB (Game Mode: miscinfo.lst)

Status Updated 6.1.7 Syntax TAB:x Parameters x: Text (Tab Name). What it does This indicates what “TABS” will be displayed in the graphic user interface of the PCGen program. Indicates which tab the options following it will affect. Must be first on the line, to be followed by NAME and CONTEXT (and optionally VISIBLE ). Tab Name may be one of: CHARACTER SHEET - The tab showing a character sheet for the character.

## TABLE (Data: starting_kits.lst)

Status None Syntax TABLE:x Parameters x: Text (Table name) What it does Identifies a table of values to be used in conjunction with the VALUES tag and called by a LOOKUP tag. Example TABLE:Minor Special Ability (P/S) Would create a table called “Minor Special Ability (P/S)”.

## TARGETAREA (Data: spells.lst)

Status Updated 6.3.0 Syntax TARGETAREA:x Parameters x: Text (Target area) x: .CLEAR What it does Reports the Target, Area, or Effects that the spell has. Formulas can be parsed and the results replaced in the output by enclosing the variables and formulas within parentheses. CASTERLEVEL , a variable specifically designed for this purpose, is commonly used though other variables can be used as well. Because anything within parentheses is assumed to be a formula to be parsed, text containing parentheses must substitute brackets [ ] in place of parentheses.

## TEMPBONUS (Global: BONUS)

Status New 6.01.01 Syntax TEMPBONUS:x,x|y|z Parameters x: PC (Target) x: ANYPC (Target) x: EQ (Target) y: Text (Equipment types) z: Text (Bonus subtoken with appropriate syntax and parameters) What it Does Provides a temporary bonus that can be applied to the applicable target. Temporary bonuses are applied to characters/equipment on the Temporary Bonus Tab . The temporary bonus includes the following targets: PC - The temporary bonus can only be applied to a character that has been ‘granted’ the LST object that contains the TEMPBONUS tag.

## TEMPDESC (Global: OTHER)

Status New 5.5.1 Syntax TEMPDESC:x Parameters 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.

## TEMPLATE (Data: abilities.lst)

Status Updated 5.17.x Syntax TEMPLATE:x|x Parameters x: Text (Template Name) What it does This is a pipe-delimited (|) list of templates that are granted by the ability. Supports %LIST in conjunction with a CHOOSE tag. Example TEMPLATE:Incorporeal|Undead|Celestial The ability applies the “Incorporeal”, “Undead” and “Celestial” templates.

## TEMPLATE (Data: campaign.pcc)

Status None Syntax TEMPLATE:x Parameters x: Text (File path) What it does Tells PCGen to load the template list file specified. Example TEMPLATE:footemplates.lst

## TEMPLATE (Data: classes.lst)

Status None Syntax TEMPLATE:x|x Parameters x: Text (Template Name) What it does This is a pipe-delimited (|) list of templates that are granted to the class. Example TEMPLATE:Incorporeal|Undead|Celestial The class uses the “Incorporeal”, “Undead” and “Celestial” templates. Where it is used Class Level Line

## 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.

## TEMPLATE (Data: races.lst)

Status None Syntax TEMPLATE:x|x Parameters x: Text (Template Name) What it does This is a pipe-delimited (|) list of templates that are granted to the race. Example TEMPLATE:Incorporeal|Undead|Celestial The race uses the “Incorporeal”, “Undead” and “Celestial” templates. Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2 This modification of the race Bugbear, changes all of the indicated tags.

## TEMPLATE (Data: starting_kits.lst)

Status New 5.9.2 Syntax TEMPLATE:x|x Parameters x: Text (Template Name) What it does This is a pipe (|) delimited list of templates that are granted by the starting kit. Example TEMPLATE:Celestial Adds the “Celestial” template to the character.

## TEMPLATE (Data: templates.lst)

Status Updated 6.03.04 Syntax TEMPLATE:x|x Parameters x: Text (Template Name) x: TYPE=Text (Valid Template Type) What it does This is a pipe-delimited (|) list of templates that are granted to the character. Supports %LIST in conjunction with a CHOOSE tag. Example TEMPLATE:Incorporeal|Undead|Celestial The character is given the “Incorporeal”, “Undead” & “Celestial” templates.

## TEMPLATE (Global: ADD)

Status New 5.11.11 Syntax ADD:TEMPLATE|x|y,y Parameters x: Number, Variable or Formula (Number of choices granted. Optional) y: Text (Name of template) What it does Will add a number (x) of templates from the provided list (y) to the character. If the count (x) is not used, “1” is assumed. The template list (y) is a comma-delimited (“,”) list. Example ADD:TEMPLATE|1|Scholar,Soldier Add one of either a “Scholar” or a “Soldier”. ADD:TEMPLATE|Robot Add one of “Robot”.

## TEMPLATE (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:TEMPLATE|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Template Name or Key) x: FEAT=Text (Feat, by name or key) x: TYPE=Text (Template Type) x: !TYPE=Text (Template Type) x: ALL y: ANY (Default) y: PC y: QUALIFIED What it does This presents a list of templates for selection. Use of the FEAT sub-tag will provide a list of templates selected by the referenced feat. The feat referenced must contain a CHOOSE:TEMPLATE tag.

## TEMPLATEADDCHOICE (Data: abilities.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 Race object that containes multiple TEMPLATE:CHOOSE tags, all instances of the TEMPLATE:CHOOSE tag will be modified. Example TEMPLATE:ADDCHOICE:Demihuman|Beast The ability can choose previously defined templates plus the “Demihuman” or “Beast” templates.

## TEMPLATEADDCHOICE (Data: classes.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 class that containes multiple TEMPLATE:CHOOSE tags, all instances of the TEMPLATE:CHOOSE tag will be modified. Example TEMPLATE:ADDCHOICE:Demihuman|Beast The class can choose previously defined templates plus the “Demihuman” or “Beast” templates.

## 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.

## TEMPLATEADDCHOICE (Data: races.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 Race object that containes multiple TEMPLATE:CHOOSE tags, all instances of the TEMPLATE:CHOOSE tag will be modified. Example TEMPLATE:ADDCHOICE:Demihuman|Beast The race can choose previously defined templates plus the “Demihuman” or “Beast” templates.

## TEMPLATEADDCHOICE (Data: templates.lst)

Status Updated 6.03.04 Syntax TEMPLATE:ADDCHOICE:x|x Parameters x: Text (Template Name) x: TYPE=Text (Valid Template Type) 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. .MOD Behavior: When using the 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.

## TEMPLATECHOOSE (Data: abilities.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 PCGen’s current Data Standard is to include no more that one in each LST object. Though the TEMPLATE:CHOOSE tag is not a gobal tag it can be used in the Class , Race , and Template files.

## TEMPLATECHOOSE (Data: classes.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 PCGen’s current Data Standard is to include no more that one in each LST object. Though the TEMPLATE:CHOOSE tag is not a gobal tag it can be used in the Ability , Race , and Template files.

## 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.

## TEMPLATECHOOSE (Data: races.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 PCGen’s current Data Standard is to include no more that one in each LST object. Although the TEMPLATE:CHOOSE tag is not a gobal tag it can be used in the Ability , Class , and Template files.

## TEMPLATECHOOSE (Data: templates.lst)

Status Updated 6.03.04 Syntax TEMPLATE:CHOOSE:x|x Parameters x: Text (Template Name) x: TYPE=Text (Valid Template Type) 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 PCGen’s current Data Standard is to include no more that one in each LST object. Though the TEMPLATE:CHOOSE tag is not a gobal tag it can be used in the Ability , Class , and Race files.

## TEMPLATEREMOVE (Global: OTHER)

Status None Syntax TEMPLATE:x.REMOVE Parameters x: Text (Template name) What it does This tag removes the designated template. Example TEMPLATE:Lycanthrope.REMOVE Removes the “Lycanthrope” template..

## TEMPLATES (Data: templates.lst)

Status None Syntax FEAT:x|x Parameters x: Text (Feat Name) Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 The FEAT tag is deprecated. Use ABILITY instead. All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format. What it does This is a pipe-delimited (|) list of feats from which one is selected and then granted to the character.

## TITLE (Data: deities.lst)

Status Deprecated 6.05.1 - use FACT Syntax TITLE:x Parameters x: Text (The Deity’s title) What it does This is used for a the deity’s title. Example TITLE:Lord of the Morning The deity’s title. .MOD Example (Overwriting): Initial Deity: <deity name> <tab> TITLE:War Bringer Modified By: <deity name>.MOD <tab> TITLE:The Storm Crow Is Equivalent To: <deity name> <tab> TITLE:The Storm Crow

## TOTALCOST (Data: starting_kits.lst)

Status New 6.01.06 Syntax TOTALCOST:x Parameters x: Formula (Cost) What it does This sets a total monetary cost for kit. It overrides EQUIPBUY and individual item costs but is affected by the buy rate selected on the purchase tab. If a character cannot afford the TOTALCOST the kit will be regarded as not qualified. It is used where a source provides a kit at a specific cost. Example TOTALCOST:170 The KIT costs 170gp for all gear.

## TOTALWT (System: bio/biosettings.lst)

Status None Syntax TOTALWT:x Parameters x: Number or Formula (Total weight of the character) What it does The TOTALWT tag is used inside of the SEX tag to define the total weight of your character. It can use standard numbers, as well as the BASEWT, WTDIEROLL and HTDIEROLL variables. Example TOTALWT:BASEWT+(HTDIEROLL*WTDIEROLL) Defines the total weight of the character.

## TYPE (Data: campaign.pcc)

Status None Syntax TYPE:x.x - See globalTYPEfor more information Parameters

## TYPE (Game Mode: miscinfo.lst)

Status New 5.11.1 Syntax TYPE:x.x Parameters x: Text (An ability type). x: * (Special Wildcard) What it does Used in ABILITYCATEGORY lines to define the list of types included in this category. Any ability of any of the specified types will be returned when querying for the abilities in the category. Where it is used Used in ABILITYCATEGORY lines. Example TYPE:Fighter.Wizard Defines that all fighter and wizard abilities should be included in the category.

## UDAM (Global: BONUS)

Status New 5.5 Syntax BONUS:UDAM|x|y Parameters x: CLASS.Text (Class name) y: Number, variable or formula (Levels to add to unarmed damage) What it Does This tag adds levels to the character’s unarmed damage bonus as if he/she had gained those levels as a Monk. Example BONUS:UDAM|CLASS.Monk|5 Unarmed damage is treated as a Monk of five levels higher. For this to work you must have Monk levels. BONUS:UDAM|CLASS.Monk|CL=SpecialMonk Would raise the Monk’s Unarmed Damage “level” by the Class Level of the “SpecialMonk” class.

## UDAM (Global: OTHER)

Status None Syntax None Parameters UDAM Sets the character’s unarmed damage. Status: 6.05.04 - JIRA issue CODE-2866 / Github PR #385 The ‘damage by size category’ syntax, with multiple arguments, now takes as many arguments as there are size categories in the sizeAdjustment.lst . Typically this is nine arguments. (Formerly took exactly nine arguments, ignoring sizeAdjustment.lst .) Syntax UDAM:XdY Sets the character’s unarmed attack damage to XdY regardless of the character’s current size.

## UMULT (Global: OTHER)

Status None Syntax UMULT Parameters 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.

## UNENCUMBEREDMOVE (Global: OTHER)

Status New 5.5.2 Syntax UNENCUMBEREDMOVE:x Parameters x: LightLoad x: MediumLoad x: HeavyLoad x: Overload x: LightArmor x: MediumArmor 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.

## UNITSET (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax UNITSET:x Parameters x: Text (Name of the Unit Set). What it does UNITSET begins a line which defines a system of measurements such as Imperial or Metric. Unit sets can be selected on the language tab of the preferences dialog, by name. The Unit set in which the data is native should always have a factor of 1. The Default Unit Set is set in the miscinfo.lst file with the DEFAULTUNITSET tag and will default to Imperial if not present.

## UP (Game Mode: miscinfo.lst)

Status None Syntax UP:x,x Parameters Varibles used: (x) alpha numerical What it does This comma (,) delimited value determines the next die value in an incremental set Example UP:1d8,2d6,3d6,4d6,6d6,8d6,12d6 Determines the next die in the progression will be 1d8, then 2d6 if chosen again, etc. Where it is used BASEDICE Line

## URL (Data: campaign.pcc)

Status None Syntax URL:x|y|z Parameters x: Text (E-commerce site name. i.e. Amazon, DriveThruRPG, etc.) x: WEBSITE x: SURVEY y: Text (Hypertext link) z: Text (Link description) *** New 5.13.9 What it does Specifies the URL for hyper-links that will be displayed in the Source Tab in the Source Info panel when the dataset is selected. Multiple HYPERLINK tags may be entered into the *.pcc file. Example URL:Barcommerce|http://www.barcommercesite.com/product_info.php?products_id=12345&affiliate_id=54321|Support PCGen by buying this source now!

## USEMASTERSKILL (Data: companion_mods.lst)

Status None Syntax USEMASTERSKILL:x Parameters x: Boolean (YES or NO) What it does Used to define whether the creature uses the skill ranks of its master or not. Example USEMASTERSKILL:YES Defines the creature as using the skill ranks of its master, including those granted by the BONUS:SKILLRANK tag. Where it is Used FOLLOWER Line Default Value: NO

## USERINPUT (Global: CHOOSE)

Status New 5.11.9 Syntax CHOOSE:USERINPUT|x|y Parameters x: Number (Number of inputs. Optional. Defaults to 1) y: TITLE=Text (Chooser dialog title) What it does Produces a pop-up dialog box asking for the user’s entry via keyboard input. Example CHOOSE:USERINPUT|1|TITLE=Hobby Name This will produce a chooser for the user to enter a single hobby name. Where it is Used Feat and Ability Files

## 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.

## VALUES (Data: starting_kits.lst)

Status None Syntax VALUES:x|y,z|x|y.z Parameters x: EQMOD:Text (Eqmod key) x: LOOKUP Tag (See LOOKUP Tag docs) y: Number (Lower selection range) z: Number (Upper selection range) What it does Defines the {“value”,selection range} pairs for the associated TABLE . Example VALUES:EQMOD:BANE_M|1,10|EQMOD:DEFEND|11,17|EQMOD:FLM_M|18,27|EQMOD:FROST_M|28,37| EQMOD:SHOCK_M|38,47|EQMOD:GHOST_M|48,67|EQMOD:KIFOC|68,71|EQMOD:MERC_M|72,75| EQMOD:MI_CLE|76,82|EQMOD:SPL_STR|83,87|EQMOD:THROW|88,91|EQMOD:THNDR_M|92,95| EQMOD:VICIOU|96,100 This table consists of the following eqmods, granted by random determination of 1d100, BANE_M on a 1-10, DEFEND on an 11-17, FLM_M on a 18-27, FROST_M on a 28-37, SHOCK_M on a 38-47, GHOST_M on a 48-67, KIFOC on a 68-71, MERC_M on a 72-75, MI_CLE on a76-82 SPL_STR on a 83-87, THROW on a 88-91, THNDR_M on a 92-95, or VICIOU on a 96-100.

## VAR (Global: BONUS)

Status Updated 5.7.3 Syntax BONUS:VAR|x,x|y Parameters x: Text (Variable name) y: Number, variable or formula (Number to adjust variable by) What it Does Adds to a user-defined variable within the loaded data sets. A DEFINE tag for the listed variable must be included within the loaded data sets and must be attached to the character for a BONUS to have any effect. Examples BONUS:VAR|SneakAttack|2 Adds 2 to character’s SneakAttack variable. BONUS:VAR|SneakAttack,TrapSense|1 Adds 1 to character’s SneakAttack and TrapSense variables.

## VARIANTS (Data: spells.lst)

Status Updated 5.11.13 Syntax VARIANTS:x|x Parameters x: Text (Spell Variant) What it does This is a | (pipe) delimited list of the names of variations of the spell. Optional Tag. Not all spells have variants. Used when creating custom magic items (such as scrolls and wands). User must select one of the variants when creating such an item. .CLEAR - this CAN be chained, e.g. TAG:.CLEAR|x|x|. Example VARIANTS:Blast|Spell Names the two variations of the spell.

## VFEAT (Global: ADD)

Status New 5.11.11 Syntax ADD:VFEAT|x|y,y Parameters x: Number, Variable or Formula (Number of choices granted. Optional) y: Text (Feat name) y: TYPE=Text (Type of feat) y: ALL What it does Will add a number (x) of virtual feats from the provided list of feats (y) to the character regardless of qualification. Feats listed are a comma-delimited “,” list. If the parameter (x) is not used, the count defaults to “1”. If the feat being added has a chooser, ADD:VFEAT will activate it.

## VFEAT (Global: OTHER)

Status Updated 5.17.4 Syntax VFEAT:x|x Parameters x: Text (Name of feat) Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 - VFEAT is deprecated. Use ABILITY:FEAT|VIRTUAL| instead. All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format. What it does Grants any number of feats to the character as “Virtual” feats.

## VISIBLE (Data: abilities.lst)

Status None Syntax VISIBLE:x Parameters x: YES (Default) x: NO x: DISPLAY x: EXPORT *** Added 5.11.x What it does YES - Shows the ability name in PCGen and on export to a character sheet. NO - Hides the ability name in PCGen and on export to a character sheet. DISPLAY - Displays the ability name in PCGen but not on the character sheet. EXPORT - Hides the ability name from PCGen but displays it on the character sheet.

## VISIBLE (Data: classes.lst)

Status None Syntax VISIBLE:x Parameters x: Boolean (YES/NO) *** Added 4.3.9 What it does This determines whether the class is shown on the Classes and Summary tabs as a valid choice for selection. VISIBLE:NO is used mainly for EXCLASS classes. Default is YES. Example VISIBLE:NO The class is not visible for selection on the Classes and Summary tabs. Where it is used Class Line.

## VISIBLE (Data: equipment_modifiers.lst)

Status None Syntax VISIBLE:x Parameters x: YES (Default) x: NO x: QUALIFY What it does YES - This will always show the modifier in the customizer window. NO - This will never show the modifier in the customizer window. QUALIFY - This will always show the modifier in the customizer window if the item meets the requirements to obtain this modifier. Example VISIBLE:YES This will always show the modifier in the customizer window.

## 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.

## 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.

## VISIBLE (Data: starting_kits.lst)

Status Updated 5.9.2 Syntax VISIBLE:x Parameters x: YES (Default) x: NO x: QUALIFY What it does This is an optional tag that determins whether the KIT appears in the KIT Selection window. YES - Displays the name of the KIT in the KIT selection window. NO - Hides the name of the KIT in the KIT selection window. QUALIFY - Displays the name of the KIT only if the character passes the prerequisites.

## VISIBLE (Data: templates.lst)

Status None Syntax VISIBLE:x Parameters x: YES (Default) x: NO x: DISPLAY x: EXPORT What it does YES - Shows the Template name in PCGen and on export to a character sheet NO - 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.

## VISIBLE (Game Mode: miscinfo.lst)

Status Updated 5.11.1 Syntax VISIBLE:x Parameters x: YES (Default) x: NO x: QUALIFY What it does Turns the associated tab or sub-tab on or off in the GUI. YES - Used to make the tab display in the GUI. NO - Used to keep the tab from displaying in the GUI. QUALIFY - Ability category is only displayed if its total pool (spent + remaining) is not empty. If the ability category is on its own subtab (see DISPLAYLOCATION ) it will always be displayed.

## VISION (Global: BONUS)

Status New 5.5.5 Syntax BONUS:VISION|x|y Parameters x: Text (Vision type) y: Number, variable or formula (Number or formula to adjust vision range by) What it Does Adds the vision type specified if you don’t already have it, otherwise it increases the range of the vision type by the number specified. Vision types include (but are not limited to): Blindsense, Darkvision, Low-Light. Example BONUS:VISION|Darkvision|30 Adds DarkVision (30’) if you don’t have Darkvision, otherwise it increases your darkvision range by 30’.

## VISION (Global: OTHER)

Status None Syntax VISION:x (y)|x (y) Parameters x: Text (Vision type) x: .SET.Text (Vision type) x: .CLEAR.Text (Vision type) y: Number or Formula (Distance) What it does: This tag grants the specified pipe-delimited (|) list of vision types to the character .CLEAR. will clear the vision listed after it from the character. .SET. will change the character’s vision to the new vision. Examples VISION:Low-light This gives the “Low-Light” vision mode to the PC.

## WEAPON (Global: BONUS)

Status Updated 5.14.0 Syntax BONUS:WEAPON|x,x|y Parameters x: Property (Weapon property) y: Number, Variable or Formula (Number to add) What it Does Modifies the indicated property of the weapon the tag is contained in. This tag only works in Equipment, Equipmod and temporary bonuses files. PRE tags have no baring on how the tags they are appended to can be used, they only effect when they are applied. Weapon properties defined are: ATTACKS - Adds a number of additional attacks.

## WEAPONBONUS (Data: classes.lst)

Status None Syntax WEAPONBONUS:x|x Parameters x: Text (Weapon Proficiency Name) x: TYPE.Text (Weapon Type) *** Updated 5.7.12 What it does This is a pipe-delimited (|) list of weapons or weapon types that are granted to the class as a choice of ONE of the listed weapons. This tag does not use a CHOOSE pop-up to make a selection. You nust use the “Lang, Weapon, and SA” dialog found on the “Summary” tab.

## WEAPONBONUS (Data: races.lst)

Status None Syntax WEAPONBONUS:x|x Parameters x: Text (Weapon Name) x: TYPE.Text (Weapon Type) *** Updated 5.7.12 What it does This is a | (pipe) delimited list of weapons or weapon types that are granted to the race as a choice of ONE of the listed weapons. 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 Race: Grunt <tab> WEAPONBONUS:TYPE.Simple Modified By: Grunt.MOD <tab> WEAPONBONUS:TYPE.Martial Is Equivalent To: Grunt <tab> WEAPONBONUS:TYPE.Simple|TYPE.Martial .

## WEAPONBONUS (Data: templates.lst)

Status Updated 5.7.12 Syntax WEAPONBONUS:x|x Parameters x: Text (Weapon Name) x: TYPE.Text (Weapon Type) What it does This is a pipe-delimited (|) list of weapons or weapon types that are granted to the race as a choice of ONE of the listed weapons. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing WEAPONBONUS tag, the data included in a new WEAPONBONUS tag will be appended to the existing tag data.

## WEAPONCATEGORY (Game Mode: miscinfo.lst)

Status None Syntax WEAPONCATEGORY:x Parameters Variables used (x): Text What it does Defines valid weapon types. Example WEAPONCATEGORY:Simple Defines Simple weapons WEAPONCATEGORY:Martial Defines Martial weapons WEAPONCATEGORY:Exotic Defines Exotic weapons WEAPONCATEGORY:Natural Defines Natural weapons

## WEAPONFOCUS (Global: CHOOSE)

Status None Syntax CHOOSE:WEAPONFOCUS|x Parameters x: TYPE.Text (Equipment type) What it does This will produce a list of weaponprofs associated with the Weapon Focus Feat. The SELECT tag is used in conjunction with this CHOOSE tag to define the number of “selections” that can be made. Example CHOOSE:WEAPONFOCUS|TYPE.Sword Present a list of weaponprofs associated with a character’s Weapon Focus feats that match a given equipment type. Where it is Used Ability, Domain, Feat, Race, and Template files.

## WEAPONNONPROFPENALTY (Game Mode: miscinfo.lst)

Status New 5.8.0 Syntax WEAPONNONPROFPENALTY:x Parameters x: Number (The penalty to be applied) What it does Defines the penalty to attack for not being proficient. Example WEAPONNONPROFPENALTY:-4 Defines a -4 penalty to attack for not being proficient in a weapon.

## WEAPONPROF (Data: campaign.pcc)

Status None Syntax WEAPONPROF:x Parameters x: Text (File path) What it does Tells PCGen to load the weapon proficiencies list file specified. Example WEAPONPROF:fooweapprofsimple.lst Load the weapons proficiencies fooweapprofsimple.lst file.

## WEAPONPROF (Global: BONUS)

Status Updated 6.01.3 Syntax BONUS:WEAPONPROF=x|y,y|z Parameters x: Text (Weapon proficiency name) x: TYPE.Text (Weapon proficiency type) y: Property (Weapon proficiency property) z: Number, variable or formula (Number to add) What it Does Modifies the indicated property of the weapon proficiency or weapon proficiency type. Weapon proficiency properties defined are: CRITMULTADD adds to the critical multiplier of the weapon. CRITRANGEADD (adds to the critical range of the weapon. CRITRANGEDOUBLE doubles the critical range of the weapon.

## WEAPONPROFICIENCY (Global: CHOOSE)

Status New 5.17.4 Syntax CHOOSE:WEAPONPROFICIENCY|x|y|y[x]|y[x,x]|x,y,y[x],y[x,x] Parameters x: Text (Weapon proficiency) x: DEITYWEAPON (Feat, by name or key) x: FEAT=Text (Feat, by name or key) x: WIELD=Text (Weapon wield type. Used in EQUIPMENT qualifier only.) x: TYPE=Text (Weapon proficiency type) x: !TYPE=Text (Prohibited weapon proficiency type) x: ALL y: ANY (Default) y: PC y: QUALIFIED y: EQUIPMENTx y: SPELLCASTERx What it does This will produce a list of all weapon proficiencies matching the criteria.

## WEAPONREACH (Game Mode: miscinfo.lst)

Status New 5.11.6 Syntax WEAPONREACH:x Parameters x: Formula (Weapon Reach) What it does Defines the formula used to calculate a weapons reach. Three variables are used in the formula, RACEREACH, REACH and REACHMULT. RACEREACH is the value of the REACH tag set in the PC’s race. REACH is the value of the REACH tag set in the Weapon, if no REACH tag is present the value defaults to 5. REACHMULT is the value of the REACHMULT tag set in the weapon, if no REACHMULT tag is present the value is 1.

## WEAPONTYPE (Game Mode: miscinfo.lst)

Status None Syntax WEAPONTYPE:x|y Parameters Variables used (x): text | (y) letter to define type What it does Defines a weapon type and gives it a defined letter(s) for output sheets. Example WEAPONTYPE:Bludgeoning|B Bludgeoning weapons will be represented by a letter “B” on the preview and output sheets. WEAPONTYPE:Slashing|S Slashing weapons will be represented by a letter “S” on the preview and output sheets. WEAPONTYPE:Electricity|E Electricity weapons/attacks will be represented by a letter “E” on the preview and output sheets.

## WEIGHTFACTOR (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax WEIGHTFACTOR:x Parameters x: Text (Weight factor). What it does Used in UNITSET lines to define the weight factor of the unit set. Weight is multiplied by the unit sets WEIGHTFACTOR and the resulting conversion is displayed in the GUI. A Unit set which is native to the data will always have a factor of 1. Example WEIGHTFACTOR:0.5 Defines the weight factor as “0.5”. Where it is used Used in UNITSET lines.

## WEIGHTPATTERN (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax WEIGHTPATTERN:x Parameters x: Text (Weight unit pattern). What it does Used in UNITSET lines to define the weight unit pattern. The ‘pattern’ string is a pattern for formatting the output of the value, so you can specify e.g. how many decimal digits are printed. The pattern follows the definition of the Java class DecimaFormat and can be found here . Example WEIGHTPATTERN:#.## Defines the weight unit pattern as “ft.”.

## WEIGHTUNIT (Game Mode: miscinfo.lst)

Status New 5.9.5 Syntax WEIGHTUNIT:x Parameters x: Text (Weight unit abbreviation). What it does Used in UNITSET lines to define the weight unit abbreviation of the unit set. The string ‘unit’ is appended to the value and set off from the value by a space. If you want the unit to follow directly after the value, prefix the string with ‘~’. Example WEIGHTUNIT:lbs. Defines the weight unit abbreviation as “lbs.”. Where it is used Used in UNITSET lines.

## WIELD (Data: equipment.lst)

Status None Syntax WIELD:x Parameters x: Light (Weapon is Light) x: OneHanded (Weapon can be wielded in one hand) x: TwoHanded (Weapon requires both hands to be wielded effectively) *** Added 5.5.2 What it does Sets the wield category of a weapon. In 3.5 edition the rules for wielding a weapon are based on the size category of the weapon and the size category of the PC. Each size category difference between the weapon and PC changes the effective wield category by one step.

## WIELDCATEGORY (Game Mode: miscinfo.lst)

Status New 5.5.2 Syntax WIELDCATEGORY:x Parameters x: Text (Name of wield category) What it does Defines how PCGen handles differences between PC size and Weapon size based on the weapons WIELD tag. Name is the target of the weapons WIELD tag such as ‘Light’, ‘OneHanded’ or ‘TwoHanded’. There are three computation categories defined, ‘Unusable’, ‘TooLarge’ and ‘TooSmall’ which are used for oversized or undersized weapons. WIELDCATEGORY defines the name of the weapon category and is the first tag in the line, the following tags can be used after WIELDCATEGORY to define other attributes of the weapon category: HANDS, FINESSEABLE, SIZEDIFF, DAMAGEMULT, PREVARxxx and SWITCH.

## WIELDCATEGORY (Global: BONUS)

Status New 5.5.2 Syntax BONUS:WIELDCATEGORY|x,x|y Parameters x: Light (Effects Light weapon category) x: OneHanded (Effects OneHanded weapon category) x: TwoHanded (Effects TwoHanded weapon category) x: ALL (Effects all weapon categories) y: Number, variable or formula (Number to increase or decrease the category by) What it Does Changes the wield category of weapons a character may use. The wield category names are defined in the system/gameModes/miscinfo.lst file. This bonus will only have an effect if the gameMode has defined wield categories, currently only the 3.5e RSRD gameMode uses wield categories.

## WILDCARD (Global: OTHER)

Status None Syntax <tagname>:% Parameters Variables Used: <tagname> The WILDCARD Tag Examples PRERACE:% Match any race in a race.lst file Level % Any Level Knowledge% Any Knowledge skills

## WORSHIPPERS (Data: deities.lst)

Status Deprecated 6.05.1 - use FACT Syntax WORSHIPPERS:x Parameters x: Text (The Deity’s typical worshippers) What it does This is used for a the deity’s typical worshippers. Example WORSHIPPERS:Fighters and Monks The deity’s typical worshippers. .MOD Example (Overwriting): Initial Deity: <deity name> <tab> WORSHIPPERS:Fighters and Monks Modified By: <deity name>.MOD <tab> WORSHIPPERS:Rogues and Ninjas Is Equivalent To: <deity name> <tab> WORSHIPPERS:Ronues and Ninjas

## WT (Data: equipment.lst)

Status None Syntax WT:x Parameters x: Number (Item Weight) What it does Provides the weight of the item in question. The WT tag will take a number greater than or equal to zero (0) for the weight. The units for the weight is set with the WEIGHTUNIT tag in the gameMode miscinfo.lst file. Example WT:5 Item weighs 5 lbs.

## WTDIEROLL (System: bio/biosettings.lst)

Status None Syntax WTDIEROLL:xdy Parameters x: Number (Number of dice) y: Number (number of sides on the dice) What it does The WTDIEROLL tag is used inside of the SEX tag to define the spread for randomization in the number that is added to your base weight for the race/sex it is paired with. It also acts as a variable name that contains the result of this randomization. Example WTDIEROLL:2d4 This race added 2d10 to its base weight.

## XPAWARD (Game Mode: miscinfo.lst)

Status New 6.1.2 Syntax XPAWARD:x=y|x=y Parameters x: Text (A CR value). y: Number (An experience point value). What it does For a game mode that uses fixed experience point awards per CR, this tag defines a list of thise awards for each CR listed. Example XPAWARD:1=400|2=600|3=800|4=1200|5=1600|6=2400|7=3200|8=4800 Define the fixed experience point awards for the Pathfinder RPG (excerpt).

## XPCOST (Data: spells.lst)

Status None Syntax XPCOST:x Parameters x: Number (Spell XP Cost) What it does Denotes how much the spell costs to cast, used for determining potion, wand, etc costs. XPCOST must be an integer >= 0 Example XPCOST:1250 Spell costs 1250 Experience points to cast. .MOD Example (Overwriting): Initial Spell: <spell name> <tab> XPCOST:1250 Modified By: <spell name>.MOD <tab> XPCOST:750 Is Equivalent To: <spell name> <tab> XPCOST:750 Spell costs 750 Experience points to cast.

## XPPENALTY (Game Mode: miscinfo.lst)

Status None Syntax XPPENALTY:x Parameters x: Text (YES or NO). What it does Specifies whether a XP Penalty should be applied. Example XPPENALTY:YES A Penalty to XP will be applied. Where it is used CLASSTYPE Line.

## XTRAFEATS (Data: classes.lst)

Status None Syntax XTRAFEATS:x Parameters x: Number What it does This is used to determine how many extra feats the class will get at first level only. Example XTRAFEATS:1 The class will gets 1 extra feat. Where it is used Class Line.

## XTRASKILLPTSPERLVL (Data: races.lst)

Status Updated Syntax 6.03.02 Syntax XTRASKILLPTSPERLVL:x Parameters x: Number, Variable, or Formula What it does Grants a number of skill points to the race for free at every character level. This happens before multiplication of the first class level’s skill points. Warning: Use of this tag on levels greater than first level will lead to unexpected behavior. Example XTRASKILLPTSPERLVL:1 Adds one to the skill points per level (before multiplication for the 1st level).

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