Pre Tag - PCGen Documentation

# Pages in Pre Tag

## PREABILITY (Global: PRErequisite)

Status None Syntax None Parameters PREABILITY Require that the character has at least N abilities from a given ability_category . A type of ability can be specified, or individual abilities can be specified by name. Status Updated 6.03.00. The syntax PREABILITY:N,CATEGORY=ability_category,ALL was deleted. (Formerly used to require N abilities from ability_category . Removed because it was too broad.) Refer JIRA issue NEWTAG-423 - Eliminate use of ANY for a Category in PREABILITY.

## PREAGESET (Global: PRErequisite)

Status Updated 5.13.12 Syntax PREAGESET:x,y,y Parameters x: Number (Number of agesets required) y: Text (Ageset abbreviation) What it does Requires the PC to have the specified Ageset or older. Agesets are defined in biosettings.lst files by the AGESET tag. Biosettings.lst files can be placed in the gameMode or in the applicable datasets. There are four Agesets defined in the 35e gameMode: Adulthood, Middle Age, Old, and Venerable. Example PREAGESET:1,Old Requires the PC to be “Old” or “Venerable”.

## PREALIGN (Global: PRErequisite)

Status Updated 5.7.6 Syntax PREALIGN:x,x Parameters x: LG,LN,LE,NG,TN,NE,CG,CN,CE,Deity (Alignment abbreviation). x: 0,1,2,3,4,5,6,7,8,10 (Alignment array number). What it does Requires the PC be one of the specified alignments. Alignment names are defined in the statsandchecks.lst gameMode file. The Alignment abbreviation is the prefered method of identifying the required alignments. The Alignment array number, based on the order the Alignments are presented in the statsandchecks.lst file with the first one being 0. If NO alignments are defined in GameMode, all PREALIGN tags will return TRUE.

## PREAPPLY (Global: PRErequisite)

Status deprecated 6.1.1 - Remove for 6.4 - Use TEMPBONUS Syntax PREAPPLY:x,x Parameters x: ANYPC (Apply to any character). x: PC (Apply to the character). x: Text (A type name). What it does Requires that the included qualifications be met by the target before the associated BONUS will be applied to that target. PREAPPLY works ONLY at the end of a BONUS tag. Bonuses with PREAPPLY tags will only appear in the Temporary Bonuses Tab .

## PREARMORTYPE (Global: PRErequisite)

Status New 5.10 Syntax PREARMORTYPE:x,y,y Parameters x: Number (The number of equipped armors needed). y: Text (The name of an Armor). y: Text (The name of a piece of Armor - “%” may be used as a wild-card). y: TYPE.Text (The type of Armor). y: LIST (Checks that the equipped Armor is one the character is proficient with). What it does Checks for equipped Armor. Examples PREARMORTYPE:1,Chainmail,Full Plate Character must have either “Chainmail” or “Full Plate” armor equipped.

## PREATT (Global: PRErequisite)

Status None Syntax PREATT:x Parameters x: Number (Base Attack Bonus number). What it does Number indicates the minimum base attack bonus. Highest PREATT possible is 20. Example PREATT:6 This would apply only if the PC had minimum base attack bonus of 6.

## PREBASESIZE (Global: PRErequisite)

Status None Syntax None Parameters PREBASESIZE Require the character’s base size is a particular size category, or in a particular range of size categories. Status Changed: size used to be specified as the size name in words, i.e. Small . Now is is specified as the SIZENAME , i.e. S . Syntax PREBASESIZEoperator:size operator and size are as per the PRESIZE tag . Examples As per the PRESIZE tag

## PREBIRTHPLACE (Global: PRErequisite)

Status None Syntax PREBIRTHPLACE:x Parameters x: Text (A birthplace name). What it does Character’s birthplace must match the listed text. Example PREBIRTHPLACE:Klamath Character must have been born in “Klamath”.

## PRECAMPAIGN (Global: PRErequisite)

Status New 5.15.2 Syntax PRECAMPAIGN:x,y,y Parameters x: Number (Number of items required to pass) y: Text (Data set name as set by the CAMPAIGN tag). y: BOOKTYPE=Text (Matches data set BOOKTYPE tag). y: INCLUDES=Text (Data set name as set by the CAMPAIGN tag that is included in any selected campaign or one of its included sources). *** New 6.1.2 y: INCLUDESBOOKTYPE=Text (Data set BOOKTYPE of any selected campaign or one of its included sources).

## PRECHARACTERTYPE (Global: PRErequisite)

Status New 5.17.12 Syntax PRECHARACTERTYPE:x,y,y Parameters x: Number (Number of character types required) y: Text (Character type.) What it does Sets requisites for character type. Examples PRECHARACTERTYPE:1,PC Character must be designated as a PC . PRECHARACTERTYPE:1,NPC,Monster Character must be a designated either as an NPC or as a Monster .

## PRECHECK (Global: PRErequisite)

Status None Syntax PRECHECK:x,y=z Parameters x: Number (The number of checks that must be equal to or greater than the numbers specified for the check to succeed). y: Text (A defined check from statsandchecks.lst - e.g. Fortitude or Willpower). z: Number (The number the associated check must be greater than or equal to). What it does Sets the minimum CHECK requirements. Examples PRECHECK:1,Fortitude=5,Reflex=3 Would succeed if Fortitude meets or exceeds 5 or Reflex meets or exceeds 3.

## PRECHECKBASE (Global: PRErequisite)

Status None Syntax PRECHECKBASE:x,y=z Parameters x: Number (The number of base checks that must be equal to or greater than the numbers specified for the check to succeed). y: Text (A defined check from statsandchecks.lst - e.g. Fortitude or Willpower). z: Number (The number the associated base check must be greater than or equal to). What it does Sets the minimum Base Check requirements. Base Checks are usually only those from class advancement (no stat modifiers, magic, etc.), but follow anything defined with “ BONUS:CHECKS|BASE.Name| “.

## PRECITY (Global: PRErequisite)

Status None Syntax PRECITY:x Parameters x: Text (The name of a city that you must live in). What it does Sets the required city. A character’s city is set in the Description Tab Example PRECITY:Klamath Character must currently reside in “Klamath”.

## PRECLASS (Global: PRErequisite)

Status None Syntax PRECLASS:x,y=z,y=z Parameters x: Number (The number of classes that must be equal to or greater than the numbers specified for the check to succeed). y: Text (Class Name) y: TYPE.Text (Class Type) y: SPELLCASTER. y: SPELLCASTER.Type (Spellcaster Type) y: ANY z: Number (Class Level) What it does Sets class requirements. Example PRECLASS:2,Wizard=5,Sorcerer=6,Cleric=7 Multi-classed character must be at least Wiz5/Sor6, Wiz5/Clr7 or Sor6/Clr7. PRECLASS:1,SPELLCASTER=2 Character must have 2 levels in any spellcasting class.

## PRECLASSLEVELMAX (Global: PRErequisite)

Status None Syntax PRECLASSLEVELMAX:x,y=z,y=z Parameters x: Number (Number of listed classes required) y: Text (Class name) y: TYPE.Text (Class type) y: SPELLCASTER y: SPELLCASTER.Text (Spellcaster type) z: Number (Maximum class level) What it does Sets maximum class level limits. Class types are defined in the loaded datasets. Examples from the RSRD are “Base”, “PC”, or “Prestige”. SPELLCASTER will check against all spellcasting classes. SPELLCASTER.Text will check against spellcaster types, e.g. Arcane or Divine.

## PRECSKILL (Global: PRErequisite)

Status New 5.9.0 Syntax PRECSKILL:x,y Parameters x: Number (The number of skills that must be considered Class Skills for the check to succeed). y: Text (A defined skill name) y: TYPE.Text (A defined skill type) What it does Sets skill requirements. NOTE: In skills types with multiple versions like Craft (Pottery) or Knowledge (Local) there must be a space between the name and the parentheses because the text must match the entry exactly.

## PREDEITY (Global: PRErequisite)

Status None Syntax PREDEITY:x,y Parameters x: Number (The number of the deity’s name or pantheons that must match). y: Y (The character must have chosen a deity). y: N (The character must not have chosen a deity). y: Text (The name(s) of deities). y: PANTHEON.Text (The name(s) of pantheons). What it does Sets deity requirements by presence, name or pantheon name. Examples PREDEITY:1,Y Character must have a deity chosen. PREDEITY:1,N Character must NOT have a deity chosen.

## PREDEITYALIGN (Global: PRErequisite)

Status None Syntax PREDEITYALIGN:x Parameters x: LG,LN,LE,NG,TN,NE,CG,CN,CE (Alignment abbreviation). x: 0,1,2,3,4,5,6,7,8 (Alignment array number). What it does Requires the PC to have a deity with a particular alignment. Alignment names are defined in the statsandchecks.lst gameMode file. The Alignment abbreviation is the prefered method of identifying the required alignments. The Alignment array number, based on the order the Alignments are presented in the statsandchecks.lst file with the first one being 0.

## PREDEITYDOMAIN (Global: PRErequisite)

Status None Syntax PREDEITYDOMAIN:x,y,y Parameters x: Number (The number of the deity’s domains that must match). y: Text (Domain names). What it does Sets requirements for the character’s deity’s domains. This tag applies to the domains of the PC’s deity, and not the domains that the PC has selected for itself. Example PREDEITYDOMAIN:1,Good,Law Character must have chosen of deity with either the “good” domain or the “law” domain.

## PREDOMAIN (Global: PRErequisite)

Status Updated 5.11.7 Syntax PREDOMAIN:x,y,y Parameters x: Number (The number of the deity’s domains that must match). y: Text (Domain names or ANY). What it does Set’s requirements for a character’s domains. This tag applies to the domains that the PC has selected for itself. Example PREDOMAIN:1,Good,Law Character must have 1 of the two listed domains. PREDOMAIN:2,ANY Character must have 2 domains of any type.

## PREDR (Global: PRErequisite)

Status None Syntax PREDR:x,y=z,y=z Parameters x: Number (The number of the DR conditions that must be met). y: Text (The type of DR). z: Number (Value the DR must be greater or equal to). What it does Set’s requirements for a character’s Damage Resistance. Examples PREDR:1,+1=10 Must have DR of 10/+1 or greater (but DR Type must be +1). PREDR:1,-=10,+1=10,+2=10,+3=10,+4=10,+5=10,Silver=10 Must have DR of 10 or greater of any type listed.

## PREEQUIP (Global: PRErequisite)

Status None Syntax PREEQUIP:x,y,y Parameters x: Number (The number of items to be equipped) y: Text (Equipment name) y: TYPE=Text (Equipment type) y: WIELDCATEGORY=Text (Wield category of a weapon) What it does This is used to determine if a character has a particular item(s) equipped. The percent symbol (%) may be used as a wild-card when including text in the list of parameters. Multiple TYPEs may be stacked by including them in a period delimited (.) list.

## PREEQUIPBOTH (Global: PRErequisite)

Status None Syntax PREEQUIPBOTH:x,y Parameters x: Number (Number of items to be equipped). y: Text (Equipment name). y: TYPE=Text (Equipment type). y: WIELDCATEGORY=Text (Wield category name). What it does This is used to determine if a character has a particular item (usually a weapon) equipped and used two-handed style. Examples PREEQUIPBOTH:1,Quarterstaff Must have a Quarterstaff equipped in both hands. PREEQUIPBOTH:1,Sword (Great% The “%” allows for items named Sword (Great/Masterwork) etc. PREEQUIPBOTH:1,TYPE=Slashing Must have a slashing type weapon equipped in both hands.

## PREEQUIPPRIMARY (Global: PRErequisite)

Status None Syntax PREEQUIPPRIMARY:x,y,y Parameters x: Number (The number of items from the list that must be equipped in a primary hand). y: Text (The name of a piece of equipment - “%” may be used as a wild-card). y: TYPE=Text (The type of a piece of equipment). y: WIELDCATEGORY=Text (The wield category of a weapon). What it does This is used to determine if a character has a particular item (usually a weapon) equipped in a Primary hand for the character.

## PREEQUIPSECONDARY (Global: PRErequisite)

Status None Syntax PREEQUIPSECONDARY:x,y,y Parameters x: Number (The number of items from the list that must be equipped in a secondary hand). y: Text (The name of a piece of equipment - “%” may be used as a wildcard). y: TYPE=Text (The type of a piece of equipment). y: WIELDCATEGORY=Text (The wield category of a weapon). What it does This is used to determine if a character has a particular item (usually a weapon) equipped in a Secondary hand for the character.

## PREEQUIPTWOWEAPON (Global: PRErequisite)

Status None Syntax PREEQUIPTWOWEAPON:x,y,y Parameters x: Number (The number of items that must be equipped in a two weapon fighting manner - 1 or 2). y: Text (Weapon name - “%” may be used as a wildcard) y: TYPE=Text (Weapon type) y: WIELDCATEGORY=Text (Wield category). What it does This is used to determine if a character has a particular item (usually a weapon) equipped and used two weapon style. Examples PREEQUIPTWOWEAPON:1,Sword (Short) Must have a Sword (Short) equipped as one of two weapons for two weapon fighting.

## PREFEAT (Global: PRErequisite)

Status None Syntax PREFEAT:x,y,z Parameters x: Number (Number of required feats) y: CHECKMULT (Used to make the program count each instance of a feat separately - optional) z: Text (Feat name) z: Text z: TYPE=Text (Feat type) z: TYPE=Text PREFEAT Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 - PREFEAT is deprecated.

## PREGENDER (Global: PRErequisite)

Status None Syntax PREGENDER:x Parameters x: Text (Gender to require). What it does Sets gender requirement. The character’s gender must start with the text specified. The test is case sensitive so “male” is not the same as “Male”. The PCGen GUI allows the following genders by default: Male, Female, Neuter, None, and Other. Example PREGENDER:M Character’s gender must start with “M”.

## PREHANDS (Global: PRErequisite)

Status None Syntax PREHANDSx:y Parameters x: EQ (Equals). x: GT (Greater Than). x: GTEQ (Greater Than or Equal to). x: LT (Less Than). x: LTEQ (Less Than or Equal to). x: NEQ (Not Equal to). y: Number (The number of hands to be compared to). What it does Makes the amount of hands a character has a prerequisite. Example PREHANDSGT:2 Character must have a number of hands greater than 2.

## PREHD (Global: PRErequisite)

Status Updated 5.13.5 Syntax PREHD:x,y Parameters x: MIN=Number or Formula (Minimum racial Hit Dice) y: MAX=Number or Formula (Maximum racial Hit Dice) What it does Provides the number, minimum or maximum, of hit dice the character must have to qualify. This test looks at a character’s racial HD and/or any levels of Monster Classes only. Examples PREHD:MIN=1,MAX=3 The character must have one, two, or three racial hit die monster levels. PREHD:MIN=4 The character must have four or more racial hit die or monster levels.

## PREHP (Global: PRErequisite)

Status New 5.10 Syntax PREHP:x Parameters x: Number (minimum Hitpoints) What it does Makes the amount of hitpoints a character has a prerequisite. Examples PREHP:50 The character must have at least 50 hp.

## PREITEM (Global: PRErequisite)

Status None Syntax PREITEM:x,y,y Parameters x: Number (The number of items a character must possess). y: Text (The name of an item a character must possess - “%” may be used as a wildcard). y: TYPE=Text (The type of an item the character must possess). What it does Sets requirements for items a character must possess. TYPE.xxx for reference, TYPE=xxx for assignment. Examples PREITEM:1,Sword (Long),Sword (Short) Character must possess either a “long sword” or a “short sword”.

## PREKIT (Global: PRErequisite)

Status New 6.1.9 Syntax PREKIT:x,y,y Parameters x: Number (Number of Kits Required) y: Text (Kit Name) What it does Checks to see if the character has the specified kit(s). The Kit name is taken from the STARTPACK tag for the target kit. This will only work with permenant kits. The percent sign (%) can be used as a trailing wildcard. Examples PREKIT:1,Starting Gold Makes sure the character has the ‘Starting Gold’ kit.

## PRELANG (Global: PRErequisite)

Status None Syntax PRELANG:x,y,y Parameters x: Number (The number of languages a character must know). y: Text (The name of a language the character must know). y: ANY (Indicator the any language will be allowed to help meet the required number). What it does Makes speaking certain languages a prerequisite. Examples PRELANG:1,Dwarven,Elven Character must be able to speak either “Dwarven” or “Elven”. PRELANG:2,Dwarven,Elven Character must be able to speak both “Dwarven” and “Elven”.

## PRELEGS (Global: PRErequisite)

Status None Syntax PRELEGSx:y Parameters x: EQ (Equals). x: GT (Greater Than). x: GTEQ (Greater Than or Equal to). x: LT (Less Than). x: LTEQ (Less Than or Equal to). x: NEQ (Not Equal to). y: Number (The number of legs to be compared to). What it does Makes the amount of legs a character has a prerequisite. Example PRELEGSGTEQ:4 Character must have at least 4 legs.

## PRELEVEL (Global: PRErequisite)

Status Updated 5.13.5 Syntax PRELEVEL:x,y Parameters x: MIN=Number or formula (Minimum total level). y: MAX=Number or formula (Maximum total level). What it does Provides the minimum and/or maximum total levels, including all character, racial, or monster class levels, the character must have to qualify. Either value may be used without the other. Example PRELEVEL:MIN=5 Character must be at least 5th level. PRELEVEL:MAX=5 Character must be no greater than 5th level. PRELEVEL:MIN=5,MAX=10 Character must be at least 5th level but no greater than 10th level.

## PRELEVELMAX (Global: PRErequisite)

Status None Syntax PRELEVELMAX:x Parameters x: Number (The maximum level). What it does Requires that a character have a maximum number of character (non-monster) levels. – Do NOT mix PRELEVELMAX and BONUS:SKILLPOINTS|NUMBER, since it results in double negative and some very bad exceptions in the code. Example PRELEVELMAX:10 Character cannot be over level 10.

## PREMOVE (Global: PRErequisite)

Status Updated 5.9.4 Syntax PREMOVE:x,y=z,y=z Parameters x: Number (The minimum number movement types which must pass). y: Text (The name of a type of movement). z: Number (The minimum movement rate for the associated movement type). What it does Makes movement rate a prerequisite. Examples PREMOVE:1,Walk=30,Fly=20 Character must be able to either walk at speed 30 OR fly at speed 20 PREMOVE:1,Swim=10 Character must be able to swim at speed

## PREMULT (Global: PRErequisite)

Status None Syntax PREMULT:x,y,y Parameters x: Number (Number of Prereqs) y: Text What it does PREMULT is a special PRExxx tag in that one embeds other PRExxx tags in it, allowing for the application of a logical OR across PRExxx tags. PREMULT can be embedded into itself. Examples PREMULT:1,[PRERACE:Gnome],[PRECLASS:1,Cleric=1] Character must be either a “Gnome” or a “Cleric”. PREMULT:1,[PRERACE:Gnome],[PREMULT:2,[PRESIZEGTEQ:M],[PREFEAT:1,Alertness]] Character must be “Gnome” OR a medium sized or larger creature with the “Alertness” feat.

## PREPCLEVEL (Global: PRErequisite)

Status New 5.13.6 Syntax PREPCLEVEL:x,y Parameters x: MIN=Number or formula (Minimum total level). y: MAX=Number or formula (Maximum total level). What it does Provides the minimum and/or maximum total character class levels the character must have to qualify. PREPCLEVEL does not count Monster (Racial) class levels. Class types PC, NPC and Prestige all count as character classes. Either value may be used without the other. Example PREPCLEVEL:MAX=1 Character must be no greater than 1st level.

## PREPOINTBUYMETHOD (Global: PRErequisite)

Status Updated 5.13.12 Syntax PREPOINTBUYMETHOD:x,y,y Parameters x: Number (Number of required point-buy methods) y: Text (Pointbuy method) What it does Sets a prerequisite based upon the saved method used by the point-buy system of stat determination. Note: Only one (1) point-buy method is used at any given time so using a value greater then one is unecessary. Examples PREPOINTBUYMETHOD:1,Standard Sets a prerequisite of “Standard” for the point-buy saved method. PREPOINTBUYMETHOD:1,Standard,High-powered Sets a prerequisite of “Standard” or “High-powered” for the point-buy saved method.

## PREPROFWITHARMOR (Global: PRErequisite)

Status New 5.15.8 Syntax PREPROFWITHARMOR:x,y,y Parameters x: Number (The number of armor proficiencies needed). y: Text (The name of a Armor Prof). y: TYPE.Text (The type of Armor prof). What it does Checks for Armor proficiency requirements. Examples PREPROFWITHARMOR:1,Chainmail,Full Plate Character must be proficient with either “Chainmail” or “Full Plate”. PREPROFWITHARMOR:1,TYPE.Medium Character must be proficient with Medium armor.

## PREPROFWITHSHIELD (Global: PRErequisite)

Status NEW 5.15.8 Syntax PREPROFWITHSHIELD:x,y,y Parameters x: Number (The number of shield proficiencies needed). y: Text (The name of a shield proficiency). y: TYPE.Text (The type of shield proficiency). What it does Checks for shield proficiency requirements. Examples PREPROFWITHSHIELD:1,Buckler,Large Shield Character must be proficient with either “Buckler” or “Large Shield”. PREPROFWITHSHIELD:1,TYPE.Tower Character must be proficient with Tower shields.

## PRERACE (Global: PRErequisite)

Status Updated 5.9.5 Syntax PRERACE:x,y,y Parameters x: Number (The number of racial properties which must be met). y: Text (The name of a race). y: TYPE=Text (The name of a race type defined by the race TYPE tag). y: RACETYPE=Text (The name of a race type defined by the race RACETYPE tag). y: RACESUBTYPE=Text (The name of a race subtype defined by the race RACESUBTYPE tag). What it does The character must be one of the listed races or possess one of the racial properties.

## PREREACH (Global: PRErequisite)

Status New 5.11.6 Syntax PREREACHx:y Parameters x: EQ (Equals). x: GT (Greater Than). x: GTEQ (Greater Than or Equal to). x: LT (Less Than). x: LTEQ (Less Than or Equal to). x: NEQ (Not Equal to). y: Number (The reach to be compared to). What it does Makes the character’s reach a prerequisite. Example PREREACH:10 Character must have at least a reach of 10 ft.. PREREACHEQ:5 Character must have a reach of exactly 5 ft..

## PREREGION (Global: PRErequisite)

Status None Syntax PREREGION:x Parameters y: Text (The region name). What it does Character’s home region must match the listed text. Examples PREREGION:Slithe Character must hail from the “Slithe” region.

## PRERULE (Global: PRErequisite)

Status None Syntax PRERULE:x,y Parameters x: Number (Number of rules required) y: Text (Rule name) What it does Checks for the state of a rule. The rule name must have been defined and match the variable ( VAR ) entry in the system/gameModes/rules.lst file. Rules can be turned on and off by the user in the House Rules section of the preferences. Example PRERULE:1,SYS_WTPSK The rule WeightPenaltyToSkill must be checked for this to apply.

## PRESA (Global: PRErequisite)

Status None Syntax PRESA:x,y,y Parameters x: Number (The number of Special Abilities a character must have). y: Text (The name of an Special Abilities). What it does Checks for the specified special abilities as a prerequisite. Special abilities applied by the SAB tag will satisfy this prerequisite. Example PRESA:1,Turn undead,Rebuke undead,Smite Evil Character must have any one of “Turn Undead”, “Rebuke Undead” or “Smite Evil”. CLASS:Mystic Theurge.MOD <tab> !PRESA:1,Theurgy Character must not have any Special Abilities of “Theurgy”.

## PRESIZE (Global: PRErequisite)

Status None Syntax None Parameters PRESIZE Require the character is a particular size category, or in a particular range of size categories. Status Syntax PRESIZEoperator:size operator is a comparison operator from the list EQ , LT , LTEQ , GT , GTEQ , or NEQ . The comparison operator is written as part of the tag name, i.e. PRESIZELTEQ . See comparison operators for more details. The operator is written as part of the tag name, i.e.

## PRESKILL (Global: PRErequisite)

Status None Syntax PRESKILL:x,y=z,y=z Parameters x: Number (Number of skills) y: Text (Skill name) y: TYPE.Text (Skill type) z: Number (Skill ranks) What it does Sets skill requirements. If you require multiples of a particular type of skill, you need to include a TYPE.Text sub-tag for each instance in the comma delimited list. Skills types with multiple versions like “Craft (Pottery)” or “Knowledge (Local)” there must be a space between the name and the parentheses because the text must match the entry exactly.

## PRESKILLMULT (Global: PRErequisite)

Status None Syntax PRESKILLMULT:x,y=z,y=z Parameters x: Number (The number of skills that must be equal to or greater than the numbers specified for the check to succeed). y: Text (A defined skill name). y: TYPE=Text (A defined skill type). z: Number (The number of ranks the associated skill must meet or exceed). What it does Similar to PRESKILL. This tag will set a flag on the character. It only works as a prereq if the rank in the skill divided by the rank needed is equal to the flag.

## PRESKILLSIT (Global: PRErequisite)

Status New 6.03.00 Syntax PRESKILLSIT:w,x,y=z,y=z Parameters w: Number (Number of skills) x: SKILL=Text (Skill name) y: Text (Situation) z: Number, Variable, or Formula (Skill ranks) What it does Sets situational skill requirements. Examples PRESKILLSIT:1,SKILL=Spot,Woodlands=10 Character must have at least 10 ranks in “Spot (Woodlands)”.

## PRESKILLTOT (Global: PRErequisite)

Status None Syntax PRESKILLTOT:x,x=y Parameters x: Text (skill name). x: TYPE=Text (skill type). y: Number (total non-bonus skill ranks required). What it does A comma-delimited list of skills whose total non-bonus ranks must equal y. Skills may be identified by TYPE. Example PRESKILLTOT:Spot,Listen,Search=30 Character must have a total of 30 non-bonus ranks between Spot, Search, and Listen skills.

## PRESPELL (Global: PRErequisite)

Status None Syntax PRESPELL:x,y,y Parameters x: Number (The number of spells required). y: Text (The name of a spell). What it does Sets spell requirements. Example PRESPELL:1,Magic Missile,Lightning Bolt Character must have either Magic Missile OR Lightning Bolt in their spell list.

## PRESPELLBOOK (Global: PRErequisite)

Status None Syntax PRESPELLBOOK:x Parameters x : YES x : NO What it does Sets spellbook requirements. Examples PRESPELLBOOK:YES At least one of the character’s classes must use spell books. PRESPELLBOOK:NO None of the character’s classes can use spell books.

## PRESPELLCAST (Global: PRErequisite)

Status None Syntax PRESPELLCAST:x=y Parameters x: MEMORIZE (Set requirements based on memorization). x: TYPE (Set requirements based on spelltype). y: Y (Yes - used with MEMORIZE). y: N (No - used with MEMORIZE). y: Text (A spelltype - used with TYPE). What it does Basically each label=value pair is processed, and as the character’s classes fail to meet that pair, the class is removed from the list. After all the label=value pairs have been processed, if the character has any classes remaining (meaning they meet all the requirements), then this prerequisite is met.

## PRESPELLDESCRIPTOR (Global: PRErequisite)

Status None Syntax PRESPELLDESCRIPTOR:x,y=z Parameters x: Number (Number of spells known) y: Text (Spell descriptor) z: Number (Minimum spell level) What it does Sets spell descriptor requirements. (i.e. Fire, Acid, Sonic, Evil, Good, Mind-Affecting, etc.) Example PRESPELLDESCRIPTOR:4,Mind-Affecting=3 Character must have at least four 3rd level or higher Mind-Affecting spells to meet the requirement. Deprecated Syntax: PRESPELLDESCRIPTOR:y,x,z

## PRESPELLSCHOOL (Global: PRErequisite)

Status NEW 5.12 Syntax PRESPELLSCHOOL:x,y=z,y=z Parameters x: Number (Number of spells known) y: Text (Name of a school of magic). z: Number (Minimum spell level) What it does Establishes a requirement for (x) number of spells from magic school (y) of at least level (z). You may include as many “School=Level” pairs as you require as a comma-delimited (“,”) list. Example PRESPELLSCHOOL:3,Necromancy=2 Character must have at least three 2nd level or higher Necromancy spells to meet the requirement.

## PRESPELLSCHOOLSUB (Global: PRErequisite)

Status Updated 5.12 Syntax PRESPELLSCHOOLSUB:x,y=z,y=z Parameters x: Number (Number of spells known) y: Text (Name of sub-school of magic.) z: Number (Minimum spell level) What it does Establishes a requirement for (x) number of spells from magic sub-school (y) of at least level (z). You may include as many “Sub-School=Level” pairs as you require as a comma-delimited (“,”) list. Example PRESPELLSCHOOLSUB:3,Creation=2 Character must have at least three 2nd level “Creation” spells to meet the requirement.

## PRESPELLTYPE (Global: PRErequisite)

Status Updated 5.10 Syntax PRESPELLTYPE:x,y=z Parameters x: Number (Number of spells known). y: Arcane (Arcane type spells). y: Divine (Divine type spells). y: Psionic (Psionic type spells). y: ANY (Any type of spell). z: Number (Spell level). What it does Sets spell type requirements. (Number of spells known of a specific type and level.) Use two, or more, PRESPELLTYPE tags if more than one spell type is required Example PRESPELLTYPE:4,Arcane=5 Character must have at least four 5th level arcane spells to meet the requirement.

## PRESR (Global: PRErequisite)

Status None Syntax PRESRx:y Parameters x: EQ (Equals). x: GT (Greater Than). x: GTEQ (Greater Than or Equal to). x: LT (Less Than). x: LTEQ (Less Than or Equal to). x: NEQ (Not Equal to). y: Number (The minimum Spell Resistance required). What it does Makes a character’s spell resistance (not including SR from equipment) a prerequisite. Example PRESRGTEQ:10 Character must have spell resistance of 10 or greater. PRESREQ:10 Character must have spell resistance of exactly 10.

## PRESTAT (Global: PRErequisite)

Status None Syntax PRESTAT:x,y=z,y=z Parameters x: Number (The number of stats that must match). y: Text (The stats abbreviation - as defined in statsandchecks.lst). z: Number (The minimum value of the stat). What it does Sets stat requirements. Examples PRESTAT:1,STR=18 Character must have an 18 Strength to meet the requirement. PRESTAT:1,STR=18,WIS=18 Either STR or WIS at 18 - one of the two listed must meet the requirements. PRESTAT:2,STR=18,WIS=18 BOTH STR and WIS at 18 - two of the two listed must meet the requirements.

## PRESUBCLASS (Global: PRErequisite)

Status None Syntax PRESUBCLASS:x,y,y Parameters x: Number (number of needed occurrences). y: Text (Subclass Name). What it does Sets subclass requirements. Examples PRESUBCLASS:1,Evoker,Abjurer,Enchanter,Illusionist Character must be one of the listed subclasses.

## PRETEMPLATE (Global: PRErequisite)

Status None Syntax PRETEMPLATE:x,y,y Parameters x: Number (Number of templates required) y: Text (Template name) What it does Sets template requirements. If one of the template names in the list matches, the prerequisite is met. The wildcard character (%) can be used within this tag. Example PRETEMPLATE:1,Celestial,Fiendish Character must be either “Celestial” or “Fiendish”. PRETEMPLATE:1,Feral% Character must be any subrace of Feral.

## PRETEXT (Global: PRErequisite)

Status None Syntax PRETEXT:x Parameters x: Text (Explanation of requirement) What it does This is used when there are special requirements which are not covered by another PRExxx tag. Mainly used for feats the text is displayed in the same field as the other pre-requisites. This tag in itself does not disqualify anything but alerts the player to the additional pre-requisites. Example PRETEXT:Character must make a sacrifice of bananas to the Monkey God.

## PRETOTALAB (Global: PRErequisite)

Status New 6.03.x Syntax PRETOTALAB:x Parameters x: Number (Integer) What it does This sets the total attack bonus requirement and considers both the base attack bonu and the epic attack bonus. Example PRETOTALAB:21 Required total attack bonus is 21.

## PRETYPE (Global: PRErequisite)

Status None Syntax PRETYPE:x,y,y Parameters x: Number (Number of types required) y: Text (Type) What it does Sets specific “type” requirements appropriate to the object being applied to, i.e. Racial, Equipment, EqMod, Template, etc. See the PRETYPE entry in Equipment or Equipment Modifier files for usage. If you need to prerequisite race type from equipment you can use PRETEMPLATE to check for the racial type template. Examples PRETYPE:1,Elemental,Fey,Outsider Type must either “Elemental”, “Fey” or “Outsider”.

## PREUATT (Global: PRErequisite)

Status None Syntax PREUATT:x Parameters Variables Used: Number (Unarmed Attack Bonus number). What it does Number indicates the minimum unarmed base attack bonus. Example PREUATT:4 This would apply only if the PC had minimum unarmed attack bonus of 4.

## PREVAR (Global: PRErequisite)

Status None Syntax None Parameters PREVAR Requires that a VAR variable has a certain value or range of values. Status Syntax PREVARoperator:varname,value operator is a comparison operator from the list EQ , LT , LTEQ , GT , GTEQ , or NEQ . The comparison operator is written as part of the tag name, i.e. PREVARLTEQ . See comparison operators for more details. varname is the name of a variable - as used in a DEFINE: or BONUS:VAR statement.

## PREVISION (Global: PRErequisite)

Status None Syntax PREVISION:x,y=z,y=z Parameters x: Number (Number of matching vision types) y: Text (Vision type) z: Number (Distance for related vision type) z: ANY What it does Sets the vision requirements by type and distance. The variable (z) is required for each vision type (y) provided and determines the minimum distance required for the related vision type. Examples PREVISION:2,Normal=ANY,Darkvision=ANY Character must have both Normal and Darkvision. PREVISION:1,Blindsight=30,Darkvision=30 Character must have either Blindsight or Darkvision at at least 30.

## PREWEAPONPROF (Global: PRErequisite)

Status Updated 5.13.0 Syntax PREWEAPONPROF:x,y,y Parameters x: Number (Number of matching proficiencies). y: Text (Weapon proficiency name). y: TYPE.Text (Weapon Proficiency type). y: DEITYWEAPON (Deities favored weapon). What it does Sets requirements based upon weapon proficiencies held. Though types can be used within this tag, their use can be tricky and can sometiime produce unexpected or unwanted results. Examples PREWEAPONPROF:2,Kama,Katana Character must have proficiency with both the “Kama” and the “Katana”.

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