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    <title>Races Tag on PCGen Documentation</title>
    <link>http://docs.pcgen.com/categories/races-tag.html</link>
    <description>Recent content in Races Tag on PCGen Documentation</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <lastBuildDate>Mon, 01 Aug 2016 00:00:00 +0000</lastBuildDate>
    <atom:link href="http://docs.pcgen.com/categories/races-tag.xml" rel="self" type="application/rss+xml" />
    
    <item>
      <title>CR (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/cr.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/cr.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CR:x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Number (Challenge rating)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Sets the Challenge Rating of the creature. For CR&amp;rsquo;s less than 1,
fractions are used (&lt;sup&gt;1&lt;/sup&gt;&amp;frasl;&lt;sub&gt;2&lt;/sub&gt;, &lt;sup&gt;1&lt;/sup&gt;&amp;frasl;&lt;sub&gt;4&lt;/sub&gt;, &lt;sup&gt;1&lt;/sup&gt;&amp;frasl;&lt;sub&gt;8&lt;/sub&gt;).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;CR&lt;/code&gt; tag, the data included in a new &lt;code&gt;CR&lt;/code&gt; tag will
overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; CR&amp;rsquo;s using fractions must start with a &amp;ldquo;1/&amp;rdquo;. Expressions such
as CR:&lt;sup&gt;3&lt;/sup&gt;&amp;frasl;&lt;sub&gt;4&lt;/sub&gt; or CR:0.5 will not work.&lt;/p&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CR:1/4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race is rated at a quarter challenge rating.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;Boar &amp;lt;tab&amp;gt; CR:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Boar.MOD &amp;lt;tab&amp;gt; CR:3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Results In: &lt;code&gt;Boar &amp;lt;tab&amp;gt; CR:3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The Boar&amp;rsquo;s CR is set to 3.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CRMOD (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/crmod.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/crmod.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;New 6.1.2&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CRMOD:x.x|y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (a class type as defined in the game mode).&lt;/li&gt;
&lt;li&gt;y: Formula (a standard PCGen LST formula).&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;p&gt;Overrule the CRMODs from the game mode for creatures of the race. The
CRMOD is set to the value of y for all class types specified as x&lt;/p&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CRMOD:PC.NPC|0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;In the Pathfinder RPG, a drow noble&amp;rsquo;s CR is always equal to his
character level.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CRMOD:NPC|-3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;In the Pathfinder RPG, the CR of a kobold with only NPC classes is equal
to his character level minus 3.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>FACE (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/face.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/face.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;FACE:x,y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Number (Space the creature occupies)&lt;/li&gt;
&lt;li&gt;y: Number (Optional, side space)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Describes how much space the creature takes up. For 3.0 rules this
tag is used for the Face statistic. For 3.5 rules this tag is used
for the Space statistic. If only one number is used it is assumed to
represent all sides.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;FACE&lt;/code&gt; tag, the data included in a new &lt;code&gt;FACE&lt;/code&gt; tag will
overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;FACE:5,10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The race has a face of 5 by 10.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FACE:10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The race has a face of 10.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; FACE:10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;race name&amp;gt;.MOD &amp;lt;tab&amp;gt; FACE:5,10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; FACE:5,10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The race now has a face of 5 by 10.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>FAVCLASS (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/favclass.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/favclass.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.15.8&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;FAVCLASS:x|x.y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Base class name)&lt;/li&gt;
&lt;li&gt;x: ANY&lt;/li&gt;
&lt;li&gt;y: Text (Base class or sub-class name)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Determines the Race&amp;rsquo;s favored class.&lt;/li&gt;
&lt;li&gt;Classes with sub-classes must use the (x.y) syntax and must include
the base-class name or the sub-class name.&lt;/li&gt;
&lt;li&gt;More than one class may be included as a pipe-delimited (|) list
with all listed classes identified as &amp;ldquo;Favored&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;Special type &amp;lsquo;ANY&amp;rsquo; will grant the character&amp;rsquo;s highest level class
as Favored.&lt;/li&gt;
&lt;li&gt;When &amp;lsquo;ANY&amp;rsquo; is used no other class is allowed.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;FAVCLASS&lt;/code&gt; tag, the data included in a new &lt;code&gt;FAVCLASS&lt;/code&gt;
tag will overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;FAVCLASS:Wizard|Fighter&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s favored classes are &amp;ldquo;Wizard&amp;rdquo; (including any sub-class of
wizard) and &amp;ldquo;Fighter&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FAVCLASS:Wizard.Wizard&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race&amp;rsquo;s favored class is &amp;ldquo;Wizard&amp;rdquo; (excluding any sub-class of wizard).&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FAVCLASS:Wizard.Illusionist&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race&amp;rsquo;s favored class is the &amp;ldquo;Wizard&amp;rdquo; sub-class, the &amp;ldquo;Illusionist&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; FAVCLASS:Wizard|Fighter&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;race name&amp;gt;.MOD &amp;lt;tab&amp;gt; FAVCLASS:Wizard.Illusionist&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; FAVCLASS:Wizard.Illusionist&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race&amp;rsquo;s favored class is changed to &amp;ldquo;Wizard&amp;rdquo; sub-class, the
&amp;ldquo;Illusionist&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>FAVCLASSCHOOSE (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/favclasschoose.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/favclasschoose.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.15.8&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;FAVCLASS:CHOOSE:x|x.y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Base class name)&lt;/li&gt;
&lt;li&gt;x: ANY&lt;/li&gt;
&lt;li&gt;y: Text (Base class or sub-class name)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Determines the Race&amp;rsquo;s favored class.&lt;/li&gt;
&lt;li&gt;More than one class may be included, as a pipe-delimited (|) list,
with all listws classes identified as &amp;ldquo;Favored&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;Special type &amp;lsquo;ANY&amp;rsquo; will grant the character&amp;rsquo;s highest level class
as Favored.&lt;/li&gt;
&lt;li&gt;When &amp;lsquo;ANY&amp;rsquo; is used no other class is allowed.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;FAVCLASS:CHOOSE:Wizard&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race may select any sub-class of &amp;ldquo;Wizard&amp;rdquo; as the favored class.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FAVCLASS:CHOOSE:Rogue|Wizard.Illusionist&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race may select either &amp;ldquo;Rogue&amp;rdquo; or &amp;ldquo;Wizard&amp;rdquo; sub-class, &amp;ldquo;Illusionist&amp;rdquo;, as
the favored class.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FAVCLASS:CHOOSE:Wizard&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race may select the &amp;ldquo;Wizard&amp;rdquo; base class or any of its sub-classes as the
favored class.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>FEAT (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/feat.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/feat.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;Updated 5.17.4&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;FEAT:x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Feat name)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;feat&#34;&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Status:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;6.05.04 (July 2015): JIRA
&lt;a href=&#34;http://jira.pcgen.org/browse/NEWTAG-477&#34;&gt;NEWTAG-477&lt;/a&gt; / Github &lt;a href=&#34;https://github.com/PCGen/pcgen/pull/380&#34;&gt;PR
#380&lt;/a&gt;

&lt;ul&gt;
&lt;li&gt;The &lt;code&gt;FEAT&lt;/code&gt; tag is deprecated. Use
&lt;a href=&#34;../../list/global/other/ability.html&#34;&gt;&lt;code&gt;ABILITY&lt;/code&gt;&lt;/a&gt; instead.&lt;/li&gt;
&lt;li&gt;All &lt;code&gt;FEAT&lt;/code&gt; tags have been &lt;strong&gt;deprecated&lt;/strong&gt; and replaced by the
&lt;code&gt;ABILITY&lt;/code&gt; system, which is more general. The &lt;code&gt;ABILITY&lt;/code&gt; system
can model feats, racial features, class features, traits, flaws,
temporary bonuses, and so on, all using a common format.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This is a pipe-delimited (|) list of feats granted to a Race (also
known as &amp;ldquo;bonus feats&amp;rdquo;).&lt;/li&gt;
&lt;li&gt;The hyphen (-) is used only in the &lt;code&gt;OUTPUTNAME&lt;/code&gt; of feats and should
NOT be used in the feat list for this tag. (See example below.)&lt;/li&gt;
&lt;li&gt;When including a feat with an internal chooser, subchoices can be
handled one of two ways.&lt;/li&gt;
&lt;li&gt;-   Subchoices must be specified within the tag. (e.g. Weapon Focus
    (Longsword)).&lt;br /&gt;
     or

&lt;ul&gt;
&lt;li&gt;Used in conjunction with the &lt;code&gt;CHOOSE&lt;/code&gt; tag, &lt;code&gt;%LIST&lt;/code&gt; can be used
with this tag to provide the required choice.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;When modifying a race, with the &lt;code&gt;.MOD&lt;/code&gt; tag, given an existing &lt;code&gt;FEAT&lt;/code&gt;
tag, the data included in a new &lt;code&gt;FEAT&lt;/code&gt; tag will overwrite the
existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;FEAT:Blind Fight|Alertness&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race gets &amp;ldquo;Blind-Fight&amp;rdquo; and &amp;ldquo;Alertness&amp;rdquo; as bonus feats.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:WEAPONPROFS|LIST &amp;lt;tab&amp;gt; FEAT:Weapon Focus (%LIST)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The feat &amp;ldquo;Weapon Focus&amp;rdquo; is granted as an automatic feat with the weapon
chosen with the &lt;code&gt;CHOOSE&lt;/code&gt; tag.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; FEAT:Blind Fight|Alertness&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling.MOD &amp;lt;tab&amp;gt; FEAT:Blind Fight|Combat Reflexes&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; FEAT:Blind Fight|Combat Reflexes&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race gets the &amp;ldquo;Blind-Fight&amp;rdquo; and &amp;ldquo;Combat Reflexes&amp;rdquo; feats as bonus feats.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>HANDS (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/hands.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/hands.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;HANDS:x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Number (Number of Hands)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Determines the Number of Hands the creature has for purposes of
Multiattack and Multidexterity.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;HANDS&lt;/code&gt; tag, the data included in a new &lt;code&gt;HANDS&lt;/code&gt; tag will
overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;HANDS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race has four hands.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; HANDS:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;race name&amp;gt;.MOD &amp;lt;tab&amp;gt; HANDS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; HANDS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race now has four hands.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>HITDICEADVANCEMENT (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/hitdiceadvancement.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/hitdiceadvancement.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;HITDICEADVANCEMENT:x,x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Number (Hit Dice)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;The last number in the comma delimited list is the highest HD the
creature can advance to, through HD advancement. Unlimited HD
advancement is indicated by using an asterisk (*) in place of the
final number.&lt;/li&gt;
&lt;li&gt;All the numbers preceding the last number each indicate the highest
number of HD the creature can have before before its size increases
by one category.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;HITDICEADVANCMENT&lt;/code&gt; tag, the data included in a new
&lt;code&gt;HITDICEADVACEMENT&lt;/code&gt; tag will overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;HITDICEADVANCEMENT:4,6,8&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is
Medium. 8 Hit Dice is the maximum it can ever raise to.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDICEADVANCEMENT:4,16,32,*&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Assassin Vine: starts out as Large, with 4 HD. 5-16 it is Huge, 17-32 it
is Gargantuan, 33+ it is Colossal. There is no limit to the creature&amp;rsquo;s
hit dice.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDICEADVANCEMENT:4,6,*&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is
Medium. There is no limit to the creature&amp;rsquo;s hit dice.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; HITDICEADVANCEMENT:4,6,8&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;race name&amp;gt;.MOD &amp;lt;tab&amp;gt; HITDICEADVANCEMENT:4,6,*&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; HITDICEADVANCEMENT:4,6,*&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is
Medium. The race no longer has a limit to the creature&amp;rsquo;s hit dice.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>HITDIE (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/hitdie.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/hitdie.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;HITDIE:x|y&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Number (Hit Die size)&lt;/li&gt;
&lt;li&gt;x: %+Number (Amount added to Hit Die)&lt;/li&gt;
&lt;li&gt;x: %-Number (Amount subtracted from Hit Die)&lt;/li&gt;
&lt;li&gt;x: %*Number (Amount Hit Die is multiplied by)&lt;/li&gt;
&lt;li&gt;x: %/Number (Amount Hit Die is divided by)&lt;/li&gt;
&lt;li&gt;x: %upNumber (Amount Hit Die size is stepped up by)&lt;/li&gt;
&lt;li&gt;x: %downNumber (Amount Hit Die size is stepped
down by)&lt;/li&gt;
&lt;li&gt;x: %Hup (Amount Hit Die size is stepped up by)&lt;/li&gt;
&lt;li&gt;x: %Hdown (Amount Hit Die size is stepped down by)&lt;/li&gt;
&lt;li&gt;y: CLASS=&amp;lt;class name&amp;gt; (Optional, Specific
class the HITDIE will be applied to)&lt;/li&gt;
&lt;li&gt;y: CLASS.TYPE=&amp;lt;class type name&amp;gt; (Optional,
Specific class type the HITDIE will be applied to)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;hitdie&#34;&gt;&lt;/span&gt; *** Updated 5.13.6&lt;/p&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Specifies the new Hit Die size granted to the creature.&lt;/li&gt;
&lt;li&gt;HITDIE may also be used in &lt;a href=&#34;../../list/data/classes/hitdie.html&#34;&gt;Class&lt;/a&gt;
and &lt;a href=&#34;../../list/data/templates/hitdie.html&#34;&gt;Template&lt;/a&gt; files.&lt;/li&gt;
&lt;li&gt;The scale used by the functions which raise or lower Hit Die in
steps is defined by the
&lt;a href=&#34;../../list/system/gamemode-miscinfo/diesizes.html&#34;&gt;DIESIZES&lt;/a&gt;
gameMode tag.&lt;/li&gt;
&lt;li&gt;The scale used in most gameModes is:
1,2,3,MIN=4,6,8,10,MAX=12,20,100,1000&lt;/li&gt;
&lt;li&gt;When using the step up function (%upNumber) or step down
function (%downNumber) the minimum and maximum steps are set by the
MIN and MAX tags in the DIESIZES tag.&lt;/li&gt;
&lt;li&gt;The step up function (%Hup) and step down functions (%Hdown) will
ignore the MIN and MAX settings and use the full range of die sizes
specified by the DIESIZES tag.&lt;/li&gt;
&lt;li&gt;Regardless of the number it will never allow a hit die below 1.&lt;/li&gt;
&lt;li&gt;Optionally HITDIE can be qualified with a Class or Class type in
which case it will only be applied to matching classes.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;HITDIE&lt;/code&gt; tag, the data included in a new &lt;code&gt;HITDIE&lt;/code&gt; tag
will overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;HITDIE:12&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character now has a Hit Dice of 12.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%+2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to the current Hit Dice size.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%-4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Subtracts 4 from the current Hit Dice size.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%*3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Multiplies the current Hit Dice size by 3.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%/2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Divides the current Hit Dice size by 2.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%up2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps up the Hit Dice size by two steps. If the creature has a Hit Die
of d6 it will be stepped up to d10.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%down1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps down the Hit Dice size by one step. If the creature has a Hit Die
of d6 it will be stepped down to d4.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%up1|CLASS.TYPE=Monster&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps up the Hit Dice size by one step for any Monster class levels the
creature has. If the creature has a Monster class Hit Die of d8 it will
be stepped up to d10.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%Hup4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps up the Hit Dice size by four steps. If the class has a Hit Die of
d6 it will be stepped up to d20.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%Hdown3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps down the Hit Dice size by three steps. If the class has a Hit Die
of d6 it will be stepped down to d2.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; HITDIE:12&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;race name&amp;gt;.MOD &amp;lt;tab&amp;gt; HITDIE:%/2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; HITDIE:%/2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The creature&amp;rsquo;s new hitdie size is a divided by 2.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LANGAUTO (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/langauto.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/langauto.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:LANGAUTO:x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Language name)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;p&gt;This is a | (pipe) delimited choice of Automatic Languages that do not
count against the limit determined by a Stat.&lt;/p&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:LANGAUTO:Abyssal|Infernal&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;May choose between &amp;ldquo;Abyssal&amp;rdquo; or &amp;ldquo;Infernal&amp;rdquo; as a race language.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LANGBONUS (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/langbonus.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/langbonus.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;LANGBONUS:x,x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Language Name)&lt;/li&gt;
&lt;li&gt;x: TYPE=Text (Language Type)&lt;/li&gt;
&lt;li&gt;x: ALL&lt;/li&gt;
&lt;li&gt;x: .CLEAR&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;This is a comma-delimited (,) list of languages that the character
may select from to gain as a bonus language. This does not effect
languages granted from skills.&lt;/li&gt;
&lt;li&gt;When using &lt;code&gt;ALL&lt;/code&gt; , no other language designation is necessary.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;LANGBONUS&lt;/code&gt; tag, the data included in a new &lt;code&gt;LANGBONUS&lt;/code&gt;
tag will be appended to the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;LANGBONUS:Dwarven,Elven,Gnome,Goblin,Orc&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race can choose starting languages from &amp;ldquo;Dwarven&amp;rdquo;, &amp;ldquo;Elven&amp;rdquo;, &amp;ldquo;Gnome&amp;rdquo;,
&amp;ldquo;Goblin&amp;rdquo; or &amp;ldquo;Orc&amp;rdquo;.&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;code&gt;Hobgoblin.MOD &amp;lt;tab&amp;gt; LANGAUTO:Gadohig &amp;lt;tab&amp;gt; LANGBONUS:.CLEAR &amp;lt;tab&amp;gt; LANGBONUS:Aeylamdyarian,Calisian,Desolati,Galkarnic,Homish,Launhymian&lt;/code&gt;&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Race can choose starting languages from &amp;ldquo;Aeylamdyarian&amp;rdquo;, &amp;ldquo;Calisian&amp;rdquo;,
&amp;ldquo;Desolati&amp;rdquo;, &amp;ldquo;Galkarnic&amp;rdquo; or &amp;ldquo;Homish&amp;rdquo;, or &amp;ldquo;Launhymian&amp;rdquo;, in addition to the
Autoknown &amp;ldquo;Gadohig&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LANGBONUS:Old Dwarven,Orcish,TYPE=ClanDialect,Trader&#39;s Tongue&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Race can choose starting languages from &amp;ldquo;Old Dwarven&amp;rdquo;, &amp;ldquo;Orcish&amp;rdquo;, any
type of &amp;ldquo;ClanDialect&amp;rdquo;, or &amp;ldquo;Trader&amp;rsquo;s Tongue&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;Space Monkey &amp;lt;tab&amp;gt; LANGBONUS:Simian&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Space Monkey.MOD &amp;lt;tab&amp;gt; LANGBONUS:Martian&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Space Monkey &amp;lt;tab&amp;gt; LANGBONUS:Simian,Martian&lt;/code&gt; .&lt;/p&gt;

&lt;p&gt;The character can choose between the languages &amp;ldquo;Simian&amp;rdquo; and &amp;ldquo;Martian&amp;rdquo; as
bonus languages.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LEGS (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/legs.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/legs.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;LEGS:x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Number (Number of Legs)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Used to determine encumbrance and carrying capacity for
creatures/characters with a nonstandard amount of legs. (i.e. more
than/less than 2).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;LEGS&lt;/code&gt; tag, the data included in a new &lt;code&gt;LEGS&lt;/code&gt; tag will
overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;LEGS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A horse has 4 legs.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEGS:0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Slime and ooze creatures/characters would have no legs!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; LEGS:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;race name&amp;gt;.MOD &amp;lt;tab&amp;gt; LEGS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; LEGS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The race now has 4 legs.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LEVELADJUSTMENT (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/leveladjustment.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/leveladjustment.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;LEVELADJUSTMENT:x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Number or Formula (Level Adjustment)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;leveladjustment&#34;&gt;&lt;/span&gt; *** Updated 5.11.13&lt;/p&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Raises the Effective Character Level (ECL) of the creature by the
number supplied.&lt;/li&gt;
&lt;li&gt;This is factored in when determining how much experience is needed
to raise a character&amp;rsquo;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.&lt;/li&gt;
&lt;li&gt;The Level Adjustment is added to Monster Hit Dice and/or Character
Levels to determine the Effective Character Level (ECL) of
the creature.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;LEVELADJUSTMENT&lt;/code&gt; tag, the data included in a new
&lt;code&gt;LEVELADJUSTMENT&lt;/code&gt; tag will overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;example&#34;&gt;Example&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;LEVELADJUSTMENT:1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Effective Character Level is raised by one.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Bugbear (Shadowkind).MOD &amp;lt;tab&amp;gt; OUTPUTNAME:Bugbear &amp;lt;tab&amp;gt; RACETYPE:Humanoid &amp;lt;tab&amp;gt; RACESUBTYPE:Shadowkind &amp;lt;tab&amp;gt; TEMPLATE:Shadowkind &amp;lt;tab&amp;gt; LEVELADJUSTMENT:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This modification of the race Bugbear, changes all of the indicated
tags.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; LEVELADJUSTMENT:1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;race name&amp;gt;.MOD &amp;lt;tab&amp;gt; LEVELADJUSTMENT:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;race name&amp;gt; &amp;lt;tab&amp;gt; LEVELADJUSTMENT:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Effective Character Level is now raised by two.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>MONCCSKILL (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/monccskill.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/monccskill.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;MONCCSKILL:x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Skill Name)&lt;/li&gt;
&lt;li&gt;x: TYPE.Text (Skill Type)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;monccskill&#34;&gt;&lt;/span&gt; *** New 5.4&lt;/p&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Grants the listed skills as monster cross class skills.&lt;/li&gt;
&lt;li&gt;The replacement/substitution symbol (%) may be used at the end of
the skill name.&lt;/li&gt;
&lt;li&gt;Monster cross class skills are only cross class skills for monster
classes such as Giant, Outsider, Undead etc.&lt;/li&gt;
&lt;li&gt;If a monster takes levels in a base class only those skills defined
as cross class skills in that class count as cross class skills for
that level, the monster cross class skills will not apply.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;MONCCSKILL&lt;/code&gt; tag, the data included in a new
&lt;code&gt;MONCCSKILL&lt;/code&gt; tag will be appended to the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;MONCCSKILL:Alchemy|Wilderness Lore&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Alchemy&amp;rdquo; and &amp;ldquo;Wilderness Lore&amp;rdquo; skills are made monster cross class
skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MONCCSKILL:Alchemy|TYPE.Knowledge&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Alchemy&amp;rdquo; and &amp;ldquo;Knowledge&amp;rdquo; type skills are made monster cross class
skills.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;Ooze Monkey &amp;lt;tab&amp;gt; MONCCSKILL:Alchemy|Wilderness Lore&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Ooze Monkey.MOD &amp;lt;tab&amp;gt; MONCCSKILL:Acrobatics|Stealth&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To:
&lt;code&gt;Ooze Monkey &amp;lt;tab&amp;gt; MONCCSKILL:Acrobatics|Alchemy|Stealth|Wilderness Lore&lt;/code&gt;
.&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Acrobatics&amp;rdquo;, &amp;ldquo;Alchemy&amp;rdquo;, &amp;ldquo;Stealth&amp;rdquo;, and &amp;ldquo;Wilderness Lore&amp;rdquo; skills are
made monster cross class skills.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>MONCSKILL (Data: races.lst)</title>
      <link>http://docs.pcgen.com/list/data/races/moncskill.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/races/moncskill.html</guid>
      <description>

&lt;h2 id=&#34;status&#34;&gt;Status&lt;/h2&gt;

&lt;p&gt;None&lt;/p&gt;

&lt;h2 id=&#34;syntax&#34;&gt;Syntax&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;MONCSKILL:x|x&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;parameters&#34;&gt;Parameters&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;x: Text (Skill Name)&lt;/li&gt;
&lt;li&gt;x: TYPE.Text (Skill Type)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;moncskill&#34;&gt;&lt;/span&gt; *** New 5.4&lt;/p&gt;

&lt;h2 id=&#34;what-it-does&#34;&gt;What it does&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Grants the listed skills as monster class skills.&lt;/li&gt;
&lt;li&gt;The replacement/substitution symbol (%) may be used at the end of
the skill name.&lt;/li&gt;
&lt;li&gt;Monster class skills are only class skills for monster classes such
as Giant, Outsider, Undead etc.&lt;/li&gt;
&lt;li&gt;If a monster takes levels in a base class only those skills defined
as class skills in that class count as class skills for that level,
the monster class skills will not apply.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a race with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;MONCSKILL&lt;/code&gt; tag, the data included in a new &lt;code&gt;MONCSKILL&lt;/code&gt;
tag will be appended to the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;MONCSKILL:Alchemy|Wilderness Lore&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Alchemy&amp;rdquo; and &amp;ldquo;Wilderness Lore&amp;rdquo; skills are made monster class
skills.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MONCSKILL:Alchemy|TYPE.Knowledge&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Alchemy&amp;rdquo; and &amp;ldquo;Knowledge&amp;rdquo; type skills are made monster class skills.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Race: &lt;code&gt;Ooze Monkey &amp;lt;tab&amp;gt; MONCSKILL:Alchemy|Wilderness Lore&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Ooze Monkey.MOD &amp;lt;tab&amp;gt; MONCSKILL:Acrobatics|Stealth&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To:
&lt;code&gt;Ooze Monkey &amp;lt;tab&amp;gt; MONCSKILL:Acrobatics|Alchemy|Stealth|Wilderness Lore&lt;/code&gt;
.&lt;/p&gt;

&lt;p&gt;The &amp;ldquo;Acrobatics&amp;rdquo;, &amp;ldquo;Alchemy&amp;rdquo;, &amp;ldquo;Stealth&amp;rdquo;, and &amp;ldquo;Wilderness Lore&amp;rdquo; skills are
made monster class skills.&lt;/p&gt;
</description>
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