Templates Tag - PCGen Documentation

# Pages in Templates Tag

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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”.

## 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”.

## 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.

## 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.

## 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.

## 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: 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.

## 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.

## 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.

## 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: 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.

## 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 .

## 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 .

## 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.

## 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.

## 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.

## 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.

## 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.

## 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: 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.

## 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.

## 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.

## 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.

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