Bonus Tag - PCGen Documentation

# Pages in Bonus Tag

## 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.

## 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.

## 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 .

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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).

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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).

## 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.

## 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.

## 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).

## 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.

## 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.

## 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”.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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.

## 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’.

## 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.

## 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.

## 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.

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