# The Global BONUS Tags

The BONUS tag tells PCGen that the following information is to be added to a character as well as where it is to be added.

The general format for bonus tags are as follows:

> `BONUS:<category>|<group>|<formula>`

This can be followed by pipe-delimitated `PRExxx` or `TYPE=<type>` tags.

Each of the “Tag Names” in this page go in the <category> field, and the “Variables Used” go in the <group> field.

For the Formula syntax, see the Math Operators and Formulas page.

`LIST` is a special case in feats.lst . It can be placed in most <group> categories. `LIST` will be replaced by the choice from a `CHOOSE` tag contained within the feat.

## BONUS Types

Each bonus comes in four different types.

1. The Typeless bonus with no type
2. The Standard bonus with type (TYPE=name)
3. The .REPLACE bonus type (TYPE=name.REPLACE)
4. The .STACK bonus type (TYPE=name.STACK)

Bonus Type: Typeless

What it Does:

- These have no `TYPE=` statement, and are always added into the final result.
- Because it is typeless, it can not be tracked in the OS sheets in a breakdown by bonus type.

Examples:

`BONUS:HP|CURRENTMAX|3`

This bonus would grant the character an additional three hit points.

`BONUS:SKILL|Bluff,Listen|4`

This bonus would grant the character a bonus to the listed skills of four.

`BONUS:SKILL|STAT=DEX|1`

This would grant the character a bonus of one to all skills based on DEX.

Bonus Type: Standard

What it Does:

- These have a TYPE=name and are used for stacking purposes.
- There is a special system file called system\miscinfo.lst.
- If a TYPE is listed in that file, then these TYPEs behave just like a type-less bonus.
- Otherwise, only the highest value of the same type is used in the final result.

Examples:

`BONUS:HP|CURRENTMAX|2|TYPE=Luck BONUS:HP|CURRENTMAX|3|TYPE=Luck`

So long as the ‘Luck’ type is not listed in miscinfo.lst, these two would result in a final value of 3, since 3 is the largest ‘Luck’ type.

`BONUS:SKILL|Bluff,Listen|3|TYPE=Luck BONUS:SKILL|Bluff,Listen|4|TYPE=Divine`

These would return a 3 from Luck, and a 4 from Divine, for a total of 7. They are different Types.

`BONUS:SKILL|Bluff,Listen|2|TYPE=Luck BONUS:SKILL|Bluff,Listen|3|TYPE=Luck BONUS:SKILL|Bluff,Listen|4|TYPE=Divine`

This would also return a value of 7, since 3 is the highest Luck bonus, and 4 is the highest Divine bonus.

Bonus Type: .REPLACE

What it Does:

- This is subtype of the TYPE= standard type.
- .REPLACE items are counted together to determine the final value of a particular TYPE.

Examples:

`BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.REPLACE BONUS:SKILL|Bluff,Listen|2|TYPE=Luck.REPLACE BONUS:SKILL|Bluff,Listen|4|TYPE=Luck BONUS:SKILL|Bluff,Listen|2|TYPE=Luck`

This would take the 2 and 3 with the .REPLACE (total 5) and compares it to the standards, which are 2 and 4, and takes the highest value, for 5.

`BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.REPLACE BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.REPLACE BONUS:SKILL|Bluff,Listen|2|TYPE=Luck.REPLACE BONUS:SKILL|Bluff,Listen|2|TYPE=Luck BONUS:SKILL|Bluff,Listen|6|TYPE=Luck`

This would take the values from the .REPLACE (total 4), and compares it to the standards, which are 2 and 6, and takes the highest value, for 6.

Bonus Type: `.STACK`

What it Does:

- This is subtype of the `TYPE=<type>` standard type.
- `.STACK` items are counted in addition to the normal and `.REPLACE` to determine the final value of a particular type.
- `.STACK` stacks together with itself like `.REPLACE` , but is also added to normal types.

Examples:

`BONUS:SKILL|Bluff,Listen|4|TYPE=Luck`

`BONUS:SKILL|Bluff,Listen|2|TYPE=Luck.STACK`

This would take the 4 of type `Luck` , and then add 2 more from the `Stack` , on top of it.

`BONUS:SKILL|Bluff,Listen|4|TYPE=Luck.REPLACE`

`BONUS:SKILL|Bluff,Listen|4|TYPE=Luck.STACK`

This would take the 4 of type `Luck` , and then add 4 more from the `Stack` , on top of it.

`BONUS:SKILL|Bluff,Listen|4|TYPE=Luck`

`BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.REPLACE`

`BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.REPLACE`

`BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.STACK`

This would take the 4 normal, compare to the `.REPLACE` (6) and give the higher value, then add in the `.STACK` , for a final value of 7.

`BONUS:SKILL|Bluff,Listen|4|TYPE=Luck`

`BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.REPLACE`

`BONUS:SKILL|Bluff,Listen|1|TYPE=Luck.REPLACE`

`BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.STACK`

`BONUS:SKILL|Bluff,Listen|3|TYPE=Luck.STACK`

This would take the normal (4), compare it to the total `.REPLACE` (2), give the higher value, then add in the `.STACK` (6) for a final value of 10.

## Special BONUS Types

There are two types of special “types” defined in the miscinfo.lst file in the system/gamemode folders. These are the Bonus Stack Types and the AC Types .

> ### Bonus Stacks

> Within PCGen, tags which do not have a `TYPE=<type>` sub-tag appended are assumed to stack, tags which do have a type appended 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. The BONUSESTACKS tag in the miscinfo.lst file lists those exceptions. The following are commonly used types that are defined within the miscinfo.lst file for this purpose.

> `Defense`

> `Dodge`

> `Circumstance`

> `NotRanged`

> `NotFlatFooted`

> ### Armor Class Types

> PCGen tracks bonuses to the armor class through the use of several AC types. The following are commonly used types that are defined with the ACTYPE tag in the GameMode’s miscinfo.lst file.

> `Total`

> `Flatfooted`

> `Touch`

> `Base`

> `Equipment`

> `Armor`

> `Shield`

> `Ability`

> `Size`

> `NaturalArmor`

> `NaturalArmorEnhancement`

> `Misc`

> `ClassDefense`

> `Dodge`

## Miscellaneous BONUS Type Notes

Bonuses with negative numbers have been found to stack even when they have matching types.

While you can’t `.CLEAR` a `BONUS` tag you can add a counter bonus that would negate it. In this case you would add a counter bonus and `PRExxx` tag it with the reverse of the feat’s prerequisite.

## BONUS Tag List

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