# Pages in Startingkits Tag

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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”.

## 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.

## 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.

## 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.

## 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

## 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.

## 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”.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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

## 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”.

## 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.

## 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.

## 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

## 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.

## 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.

## 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.

## 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.

## 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

## 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

## 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.

## 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.

## 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.

## 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”.

## 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.

## 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”.

## 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)”.

## 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.

## 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.

## 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.

## 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.

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