Classes Tag - PCGen Documentation

# Pages in Classes 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.

## 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.

## 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

## 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.

## 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.

## 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.

## 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.

## 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.

## 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).

## 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.

## 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).

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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

## 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.

## 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.

## 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.

## 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.

## 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.

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