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    <title>Bonus Tag on PCGen Documentation</title>
    <link>http://docs.pcgen.com/categories/bonus-tag.html</link>
    <description>Recent content in Bonus 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/bonus-tag.xml" rel="self" type="application/rss+xml" />
    
    <item>
      <title>ABILITYPOOL (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/abilitypool.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/abilitypool.html</guid>
      <description>

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

&lt;p&gt;New 5.11.1&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:ABILITYPOOL|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 (Ability Category)&lt;/li&gt;
&lt;li&gt;y: Number (Amount added to pool)&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;Adds to the number of available Abilities the character can take.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:ABILITYPOOL|Salient Divine Ability|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character may take one additional Salient Divine Ability.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CASTERLEVEL (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/casterlevel.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/casterlevel.html</guid>
      <description>

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

&lt;p&gt;Updated 5.7.1&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|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 (Class name)&lt;/li&gt;
&lt;li&gt;x: ALLSPELLS&lt;/li&gt;
&lt;li&gt;x: DESCRIPTOR.Text (Spell descriptor name)&lt;/li&gt;
&lt;li&gt;x: DOMAIN.Text (Domain name)&lt;/li&gt;
&lt;li&gt;x: RACE.Text (Race name)&lt;/li&gt;
&lt;li&gt;x: SCHOOL.Text (School name)&lt;/li&gt;
&lt;li&gt;x: SPELL.Text (Spell name)&lt;/li&gt;
&lt;li&gt;x: SUBSCHOOL.Text (Subschool name)&lt;/li&gt;
&lt;li&gt;x: TYPE.Text (Class type)&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (Number to add to
caster level)&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;Each spellcasting class should have a CASTERLEVEL bonus associated
with it.&lt;/li&gt;
&lt;li&gt;If no CASTERLEVEL bonus is present for a spell casting class, it
will default to class level.&lt;/li&gt;
&lt;li&gt;The &lt;a href=&#34;../../list/data/spells/casterlevel.html&#34;&gt;CASTERLEVEL&lt;/a&gt; tag is only
used in spell.lst lines for DESC, DURATION and TARGETAREA tags.&lt;/li&gt;
&lt;li&gt;This BONUS statement can be used to increase just these
output items.&lt;/li&gt;
&lt;li&gt;This BONUS statement will NOT increase spells known or spell slots.
You must use &lt;a href=&#34;../../list/global/bonus/pclevel.html&#34;&gt;BONUS:PCLEVEL&lt;/a&gt;
for that.&lt;/li&gt;
&lt;li&gt;This BONUS statement can be used to set the caster level of innate
racial spells.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|Sorcerer|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 to Sorcerer spell caster level.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|TYPE.Arcane|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 to Arcane spell caster level.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|RACE.Gelfling|4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Sets Gelfling innate racial spell caster level to 4.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|SPELL.Levitate|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to caster level for the &amp;lsquo;Levitate&amp;rsquo; spell.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|SCHOOL.Transmutation|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to caster level for all spells of the &amp;lsquo;Transmutation&amp;rsquo; school.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|Paladin|CL/2|PRECLASSLEVEL:Paladin=4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Sets the Paladin&amp;rsquo;s spell caster level to half his class level after he
reaches level 4.&lt;/p&gt;

&lt;p&gt;(Note that the syntax used in this last example is only valid in a class
line)&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASS:Defender.MOD &amp;lt;tab&amp;gt; SPELLSTAT:INT &amp;lt;tab&amp;gt; BONUSSPELLSTAT:NONE &amp;lt;tab&amp;gt; SPELLTYPE:Arcane &amp;lt;tab&amp;gt; SPELLBOOK:NO &amp;lt;tab&amp;gt; BONUS:CASTERLEVEL|Defender|TL &amp;lt;tab&amp;gt; SPELLLIST:1|Channeler&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modifying the class Defender changes all of these tags to determine
bonus spells and maximum casting level.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Additional qualifier:&lt;/strong&gt; .RESET&lt;/p&gt;

&lt;p&gt;.RESET is an additional qualifier that can be used for all subtags
except CLASS and RACE. What .RESET does is resets the caster level to
the value specified instead of adding it to PC&amp;rsquo;s caster level (which is
what would usually be done). Note that if any .RESET qualifier is
encountered then the caster level is reset even if other bonus tags do
not have them. Also, multiple .RESET encountered do not overwrite each
other.&lt;/p&gt;

&lt;p&gt;The syntax is: &lt;code&gt;BONUS:CASTERLEVEL|subtag.text.RESET|number&lt;/code&gt;&lt;/p&gt;

&lt;h2 id=&#34;examples-using-reset&#34;&gt;Examples using .RESET&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;CASTERLEVEL|TYPE.Divine.RESET|max(CASTERLEVEL.TOTAL,10)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;In this example all Divine spells would have a caster level of either 10
or the PC&amp;rsquo;s default caster level, whichever is higher.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|SPELL.Fireball.RESET|7&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CASTERLEVEL|SCHOOL.Evocation.RESET|3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;These two bonuses in combination would result in a caster level of 10
for Fireball (because it is also in the school of Evocation) and 3 for
all other Evocation spells&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CHECKS (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/checks.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/checks.html</guid>
      <description>

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

&lt;p&gt;deprecated 6.03.00 - Remove for 6.6 - Use BONUS:SAVE&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:CHECKS|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 (Check name)&lt;/li&gt;
&lt;li&gt;x: BASE.Text (Check name)&lt;/li&gt;
&lt;li&gt;x: ALL&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (Save Bonus)&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;Adds to the indicated check.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;BASE.x&lt;/code&gt; syntax adds to indicated base check (normally
only used in class progressions).&lt;/li&gt;
&lt;li&gt;Valid checks, e.g. Fortitude,Reflex,Will, are defined in
the GameMode.&lt;/li&gt;
&lt;li&gt;Substitution is allowed through the use of &lt;code&gt;%LIST&lt;/code&gt; .&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:CHECKS|Fortitude,Reflex|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds one to &amp;ldquo;Fortitude&amp;rdquo; and &amp;ldquo;Reflex&amp;rdquo; saves.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:NUMCHOICES=1|CHECK|Fortitude|Reflex|Will &amp;lt;tab&amp;gt; BONUS:CHECKS|%LIST|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The selection, &amp;ldquo;Fortitude&amp;rdquo;, &amp;ldquo;Reflex&amp;rdquo; or &amp;ldquo;Will&amp;rdquo;, is put into the
&lt;code&gt;BONUS:CHECKS&lt;/code&gt; tag in place of the &lt;code&gt;%LIST&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CHECKS|Willpower||max(CHA,WIS)-WIS&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;How does one code up something like &amp;lsquo;you can add your Charisma modifier
instead of Wisdom for Willpower saves&amp;rsquo;?&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CHECKS|Fortitude|2|TYPE=Resistance&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds two to Fortitude checks due to Resistance.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CHECKS|BASE.Fortitude,BASE.Reflex|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds one to the base &amp;ldquo;Fortitude&amp;rdquo; and &amp;ldquo;Reflex&amp;rdquo; saves.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CHECKS|ALL|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds one to the all saves.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TEMPBONUS:ANYPC|CHECKS|ALL|3|TYPE=Morale&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds three to all saves, due to morale, to all PC Characters.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>COMBAT (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/combat.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/combat.html</guid>
      <description>

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

&lt;p&gt;Updated 6.03.04&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|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: AC&lt;/li&gt;
&lt;li&gt;x: ATTACKS&lt;/li&gt;
&lt;li&gt;x: BAB &lt;span class=&#34;lstdep&#34;&gt; This sub-token is
deprecated - Use BASEAB instead. &lt;/span&gt;&lt;/li&gt;
&lt;li&gt;x: BASEAB&lt;/li&gt;
&lt;li&gt;x: DAMAGE.Text (Weapon or damage type)&lt;/li&gt;
&lt;li&gt;x: DAMAGEMULT:Number (0 for off-hand, 1 for
primary, and 2 for two-handed)&lt;/li&gt;
&lt;li&gt;x: DAMAGESIZE&lt;/li&gt;
&lt;li&gt;x: DAMAGE-SHORTRANGE&lt;/li&gt;
&lt;li&gt;x: EPICAB&lt;/li&gt;
&lt;li&gt;x: INITIATIVE&lt;/li&gt;
&lt;li&gt;x: REACH&lt;/li&gt;
&lt;li&gt;x: RANGEPENALTY&lt;/li&gt;
&lt;li&gt;x: SECONDARYATTACKS&lt;/li&gt;
&lt;li&gt;x: SECONDARYDAMAGE&lt;/li&gt;
&lt;li&gt;x: TOHIT&lt;/li&gt;
&lt;li&gt;x: TOHIT.Text (Weapon type)&lt;/li&gt;
&lt;li&gt;x: TOHIT-PRIMARY&lt;/li&gt;
&lt;li&gt;x: TOHIT-SECONDARY&lt;/li&gt;
&lt;li&gt;x: TOHIT-SHORTRANGE&lt;/li&gt;
&lt;li&gt;y: Number, Variable or Formula (Bonus value)&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;Adds to indicated combat bonus, i.e.:

&lt;ul&gt;
&lt;li&gt;Using the &lt;code&gt;AC&lt;/code&gt; syntax adds to the armor class.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;ATTACKS&lt;/code&gt; syntax adds to the number of attacks the
primary hand gets.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;BASEAB&lt;/code&gt; syntax increases the base attack bonus and
may increase the number of attacks the primary hand gets.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;DAMAGE&lt;/code&gt; syntax increases the damage bonus but the
weapon and damage types specified must be valid equipment types
assigned to a weapon in the current data set or must have been
defined by the &lt;code&gt;WEAPONTYPE&lt;/code&gt; tag in the current gamemode.
Examples of standard Weapon and Weapon Damage types can be found
on the &lt;a href=&#34;../../list/global/type.html#equipment&#34;&gt;Global Type&lt;/a&gt; page.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;DAMAGEMULT&lt;/code&gt; syntax increases the damage multiplier
for the designated hand(s) wielding the weapon. Bonuses are
additive between each &lt;code&gt;BONUS&lt;/code&gt; . Two
&lt;code&gt;BONUS:COMBAT|DAMAGEMULT:0|1.5&lt;/code&gt; tags will do a total of x3
damage, not 2.25.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;DAMAGESIZE&lt;/code&gt; syntax increases, or decreases, the
damage die size along the same scale as is used for weapon size,
i.e.:

&lt;ul&gt;
&lt;li&gt;Base Damage Dice:1d2

&lt;ul&gt;
&lt;li&gt;Scaling Up:1d3,1d4,1d6,1d8,2d6,3d6,4d6,6d6,8d6,12d6&lt;/li&gt;
&lt;li&gt;Scaling Down:1,0&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:1d3

&lt;ul&gt;
&lt;li&gt;Scaling Up:1d4,1d6,1d8,2d6,3d6,4d6,6d6,8d6,12d6&lt;/li&gt;
&lt;li&gt;Scaling Down:1d2,1,0&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:1d4

&lt;ul&gt;
&lt;li&gt;Scaling Up:1d6,1d8,2d6,3d6,4d6,6d6,8d6,12d6&lt;/li&gt;
&lt;li&gt;Scaling Down:1d3,1d2,1,0&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:1d6

&lt;ul&gt;
&lt;li&gt;Scaling Up:1d8,2d6,3d6,4d6,6d6,8d6,12d6&lt;/li&gt;
&lt;li&gt;Scaling Down:1d4,1d3,1d2,1&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:1d8

&lt;ul&gt;
&lt;li&gt;Scaling Up:2d6,3d6,4d6,6d6,8d6,12d6&lt;/li&gt;
&lt;li&gt;Scaling Down:1d6,1d4,1d3,1d2&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:1d10

&lt;ul&gt;
&lt;li&gt;Scaling Up:2d8,3d8,4d8,6d8,8d8,12d8&lt;/li&gt;
&lt;li&gt;Scaling Down:1d8,1d6,1d4,1d3&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:1d12

&lt;ul&gt;
&lt;li&gt;Scaling Up:3d6,4d6,6d6,8d6,12d6&lt;/li&gt;
&lt;li&gt;Scaling Down:1d10,1d8,1d6,1d4&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:2d4

&lt;ul&gt;
&lt;li&gt;Scaling Up:2d6,3d6,4d6,6d6,8d6,12d6&lt;/li&gt;
&lt;li&gt;Scaling Down:1d6,1d4,1d3,1d2&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:2d6

&lt;ul&gt;
&lt;li&gt;Scaling Up:3d6,4d6,6d6,8d6,12d6&lt;/li&gt;
&lt;li&gt;Scaling Down:1d10,1d8,1d6,1d4&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:2d8

&lt;ul&gt;
&lt;li&gt;Scaling Up:3d8,4d8,6d8,8d8,12d8&lt;/li&gt;
&lt;li&gt;Scaling Down:2d6,1d10,1d8,1d6&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Base Damage Dice:2d10

&lt;ul&gt;
&lt;li&gt;Scaling Up:4d8,6d8,8d8,12d8&lt;/li&gt;
&lt;li&gt;Scaling Down:2d8,2d6,1d10,1d8&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;DAMAGE-SHORTRANGE&lt;/code&gt; syntax adds to the damage of a
weapon at short range as defined in the GameMode files.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;EPICAB&lt;/code&gt; syntax increases the epic attack bonus and
may increase the number of attacks the primary hand gets.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;INITIATIVE&lt;/code&gt; syntax increases the
character&amp;rsquo;s initiative.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;REACH&lt;/code&gt; syntax modifies the character&amp;rsquo;s reach.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;RANGEPENALTY&lt;/code&gt; syntax modifies the character&amp;rsquo;s range
increment penalty.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;SECONDARYATTACKS&lt;/code&gt; syntax increases the number of
secondary attacks.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;SECONDARYDAMAGE&lt;/code&gt; syntax increases the damage modifier
for secondary attacks.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;TOHIT&lt;/code&gt; syntax increases the primary attack bonus.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;TOHIT.x&lt;/code&gt; syntax increases the attack bonus for the
designated attack, i.e. by weapon type, grapple, melee, or
ranged attack.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;TOHIT-PRIMARY&lt;/code&gt; syntax increases the primary
attack bonus.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;TOHIT-SECONDARY&lt;/code&gt; syntax increases the secondary
attack bonus.&lt;/li&gt;
&lt;li&gt;Using the &lt;code&gt;TOHIT-SHORTRANGE&lt;/code&gt; syntax adds to the ranged attack
rolls that are less than the gamemode defined &lt;strong&gt;SHORTRANGE&lt;/strong&gt; but
does not affect attacks per round.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|AC|2|TYPE=Enhancement&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases the enhancement armor bonus by two.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|AC|7|TYPE=NaturalArmor.REPLACE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Replaces the natural armor bonus to seven.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|ATTACKS|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases number of attacks by two.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|BASEAB|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases base attack bonus by one.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|BAB|CL|TYPE=Base.REPLACE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases base attack bonus by Character Level, replacing the Base
value.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|DAMAGE.Piercing|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases &amp;ldquo;Piercing&amp;rdquo; damage bonus by two.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|DAMAGE.Unarmed,DAMAGE.Thrown|DEX&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds the character&amp;rsquo;s dexterity modifier to both &amp;ldquo;Unarmed&amp;rdquo; and &amp;ldquo;Thrown&amp;rdquo;
damage.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|DAMAGEMULT:0|0.5&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases the damage multiplier by half your strength bonus. Combined
with the existing bonus this bonus will total your full strength bonus
for an off hand weapon.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|DAMAGEMULT:1|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases the damage multiplier of the weapon by your strength bonus
when wielding in your primary hand.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|DAMAGEMULT:2|1.5&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases the damage multiplier of the weapon by one and a half your
strength bonus when wielding it two-handed.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|DAMAGESIZE|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;If the base damage dice is 1d8 this would scale it up to 3d6.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|DAMAGESIZE|-1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;If the base damage dice is 1d4 this would scale it down to 1d3.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|DAMAGE-SHORTRANGE|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases the damage done by a weapon at short range by 1.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|EPICAB|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases epic attack bonus by one.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|INITIATIVE|3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases initiative by three.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|INITIATIVE|2|TYPE=Competence&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases initiative by two for Competence.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|REACH|10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases reach by ten feet.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|RANGEPENALTY|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Reduces the range increment penalty by 1 (for example from -2 to -1).&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|RANGEPENALTY|-2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases the range increment penalty by 2 (for example from -2 to -4).&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|SECONDARYATTACKS|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases secondary attacks by one.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|SECONDARYDAMAGE|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases the secondary attack damage bonus by two.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|TOHIT|2|TYPE=Luck&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases Attack bonus by two.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:WEAPONPROFS|3 &amp;lt;tab&amp;gt; BONUS:COMBAT|TOHIT.%LIST|1|TYPE=Talent&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases Attack bonus by one for three WEAPONPROFS based on Talent.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|TOHIT.THROWN|2|TYPE=Racial&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases Attack for thrown weapon&amp;rsquo;s bonus by two.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|TOHIT.SLASHING|2|TYPE=Enhancement&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases Attack bonus by two when using a Slashing weapon.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|TOHIT-PRIMARY|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases Primary Attack bonus by two.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|TOHIT-SECONDARY|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases Secondary Attack bonus by one.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|TOHIT-SHORTRANGE|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds one to character&amp;rsquo;s short range To-Hit attack rolls.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Deprecated Syntax:&lt;/strong&gt; &lt;span class=&#34;lstdep&#34;&gt; Remove for 6.6 &lt;/span&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:COMBAT|BAB|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Becomes &lt;code&gt;BONUS:COMBAT|BASEAB|1&lt;/code&gt;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CONCENTRATION (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/concentration.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/concentration.html</guid>
      <description>

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

&lt;p&gt;New 5.17.7&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:CONCENTRATION|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 (Class name)&lt;/li&gt;
&lt;li&gt;x: ALLSPELLS&lt;/li&gt;
&lt;li&gt;x: DESCRIPTOR.Text (Spell descriptor name)&lt;/li&gt;
&lt;li&gt;x: DOMAIN.Text (Domain name)&lt;/li&gt;
&lt;li&gt;x: SCHOOL.Text (School name)&lt;/li&gt;
&lt;li&gt;x: SPELL.Text (Spell name)&lt;/li&gt;
&lt;li&gt;x: SUBSCHOOL.Text (Subschool name)&lt;/li&gt;
&lt;li&gt;x: TYPE.Text (Class type)&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (Number to add to
caster level)&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;Adds to the base concentration bonus for spells, both innate racial
spells and those granted by spellcasting class, per the
criteria identified.&lt;/li&gt;
&lt;li&gt;Each spellcasting class will have a concentration check bonus
associated with it.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; This bonus is defined with the &lt;code&gt;SPELLBASECONCENTRATION&lt;/code&gt; game
mode tag. If the game mode does not contain a
&lt;a href=&#34;../../list/system/gamemode-miscinfo/spellbaseconcentration.html&#34;&gt;SPELLBASECONCENTRATION&lt;/a&gt;
tag the output tokens,
&lt;a href=&#34;../../outputsheet/tokens/spell.html#spelllist&#34;&gt;SPELLLISTCLASS.y.CONCENTRATION&lt;/a&gt;
and
&lt;a href=&#34;../../outputsheet/tokens/spell.html#spellmem&#34;&gt;SPELLMEM.v.w.x.y.CONCENTRATION&lt;/a&gt;
, will generate an empty string. Output sheets should check the value of
these tokens, and if empty should not display concentration check
bonuses.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:CONCENTRATION|ALLSPELLS|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 the concentration check bonuses for all spells.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CONCENTRATION|Sorcerer|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 to Sorcerer spell concentration check bonuses.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CONCENTRATION|TYPE.Arcane|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 to Arcane spell concentration check bonuses.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CONCENTRATION|SPELL.Levitate|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to concentration check bonuses for the &amp;lsquo;Levitate&amp;rsquo; spell.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CONCENTRATION|SCHOOL.Transmutation|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to concentration check bonuses for all spells of the
&amp;lsquo;Transmutation&amp;rsquo; school.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:CONCENTRATION|SPELL.Fireball|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to concentration check bonuses for the &amp;ldquo;Fireball&amp;rsquo; spell.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>DC (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/dc.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/dc.html</guid>
      <description>

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

&lt;p&gt;Updated 5.5.5&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:DC|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: SPELL.Text (Spell name)&lt;/li&gt;
&lt;li&gt;x: ALLSPELLS&lt;/li&gt;
&lt;li&gt;x: CLASS.Text (Class name)&lt;/li&gt;
&lt;li&gt;x: DESCRIPTOR.Text (Spell descriptor)&lt;/li&gt;
&lt;li&gt;x: DOMAIN.Text (Domain name)&lt;/li&gt;
&lt;li&gt;x: FEATBONUS&lt;/li&gt;
&lt;li&gt;x: SCHOOL.Text (Spell school)&lt;/li&gt;
&lt;li&gt;x: SUBSCHOOL.Text (Spell subschool)&lt;/li&gt;
&lt;li&gt;x: TYPE.Text (Spell type)&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (DC increase)&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;Adds to the Difficulty Class (DC) of spell(s) by name, class,
descriptor, domain, school, subschool, or type.&lt;/li&gt;
&lt;li&gt;Use of ALLSPELLS adds to the DC of all spells.&lt;/li&gt;
&lt;li&gt;Use of FEATBONUS raises the DC of spells that receive the applied
feat bonus, i.e. through the application of a metamagic feat, by
raising the spell level of the affected spells.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;%LIST&lt;/code&gt; can be used with this tag to insert a choice made with a
&lt;code&gt;CHOOSE&lt;/code&gt; tag.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:DC|SPELL.Fireball|7&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 7 to the DC of the spell Fireball.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CHOOSE:DC|SCHOOLS|ALL &amp;lt;tab&amp;gt; BONUS:DC|SCHOOL.%LIST|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Choose 1 School and add 1 to its DC.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|ALLSPELLS|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 to the DC of all spells.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|CLASS.Sorcerer|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to the DC of sorcerer spells.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|DESCRIPTOR.Law|4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 4 to the DC of any spells with the Law descriptor.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|DESCRIPTOR.Law,DOMAIN.Law|3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 3 to the DC of any spells with the Law domain or descriptor and
would add 6 to a spell with both the Law Domain and Law Descriptor.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|DOMAIN.War|6&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 6 to the DC of War Domain spells.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MULT:YES &amp;lt;tab&amp;gt; CHOOSE:|Air|Earth|Fire|Water &amp;lt;tab&amp;gt; BONUS:DC|DOMAIN.%LIST|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Choose a domain and add 1 to the DC of spells for that domain. This may
be used multiple times.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|FEATBONUS|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 to the DC of spells that this bonus applies to by raising the
spell&amp;rsquo;s level by 1. The Heighten Spell metamagic feat is an example of
where this is used.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|SCHOOL.Enchantment|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to Enchantment school spells.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MULT:YES &amp;lt;tab&amp;gt; CHOOSE:FEAT=Psionic Focus &amp;lt;tab&amp;gt; BONUS:DC|SCHOOL.%LIST|2|TYPE=Psychic&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to 1 psychic school focus DC.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|SCHOOL.Telepathy|SPELLSTAT-CHA|TYPE=Subdiscipline&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Subtracts the Chrisma Modifier to Telepathy School with a bonus type of
&amp;ldquo;Subdiscipline&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|SUBSCHOOL.something|5&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 5 to the any spell with a subschool of &amp;ldquo;something&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DC|TYPE.Arcane|3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 3 to arcane spell DCs.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>DOMAIN (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/domain.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/domain.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;BONUS:DOMAIN|NUMBER|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, variable or formula (Number of
additional Domains)&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;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.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:DOMAIN|NUMBER|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Character gains access to one additional Domain.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:DOMAIN|NUMBER|3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Character gains access to three additional Domains.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>DR (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/dr.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/dr.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;BONUS:DR|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 (Damage reduction type)&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (Damage
reduction amount)&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;Adds a bonus to a Damage Reduction type, previously defined by a
standard &lt;a href=&#34;../../list/global/other/dr.html&#34;&gt;DR&lt;/a&gt; tag (the BONUS tag needs to be
coordinated with a DR:#/&amp;lt;string&amp;gt;).&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:DR|+1|10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;If the +1 DR type was currently at 5/+1 this tag would add 10 making it
15/+1.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>FEATPOOL (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/featpool.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/featpool.html</guid>
      <description>

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

&lt;p&gt;New 5.7.6&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:FEAT|POOL|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, variable or formula (Number to add or
subtract from the feat pool)&lt;/li&gt;
&lt;/ul&gt;

&lt;h3 id=&#34;featpool&#34;&gt;FEATPOOL&lt;/h3&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;/li&gt;
&lt;li&gt;-   The &lt;code&gt;FEATPOOL&lt;/code&gt; tag is deprecated. Use
    &lt;a href=&#34;../../list/global/bonus/abilitypool.html&#34;&gt;&lt;code&gt;ABILITYPOOL&lt;/code&gt;&lt;/a&gt; instead.

&lt;ul&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;div class=&#34;deprecated&#34;&gt;

What it Does
------------

Modifies the character&#39;s feat pool total. Can be qualified by PRExxx
tags and TYPE tags like other BONUS tags.

Example
-------

`BONUS:FEAT|POOL|1`

Increases the feat pool by one.

`BONUS:FEAT|POOL|1|TYPE=Enhancement`

Increases the feat pool by one and will not stack with other
BONUS:FEAT|POOL tags with TYPE=Enhancement.

`BONUS:FEAT|POOL|-1|PREFEAT:1,Alertness`

Decreases the feat pool by one if the character has the feat Alertness.

&lt;/div&gt;
</description>
    </item>
    
    <item>
      <title>FOLLOWERS (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/followers.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/followers.html</guid>
      <description>

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

&lt;p&gt;New 5.10.1+&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:FOLLOWERS|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 (The type of companion list to add to).&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (Number of
additional followers of this type of companion the master can have)&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;Adjusts the number of this type of companion the master can have.&lt;/li&gt;
&lt;li&gt;If the character has no FOLLOWERS tag of the same type this tag has
no effect.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;where-it-is-used&#34;&gt;Where it is used&lt;/h2&gt;

&lt;p&gt;Global BONUS&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:FOLLOWERS|Familiar|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A character is allowed 1 additional Familiar.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>HD (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/hd.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/hd.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;BONUS:HD|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: Property (MIN or MAX)&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (Number to increase
the Hit Dice by)&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;Increases character&amp;rsquo;s Hit Dice size. Valid only in Class lines.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:HD|MAX|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases maximum of the HD by two points (1d4 goes to 1d6).&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:HD|MIN|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Increases the minimum of the HD by 1 point (1d4 goes to 1d3+1, for
example, and 2 - 4 are the possibilities).&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>HP (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/hp.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/hp.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;BONUS:HP|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: ALTHP&lt;/li&gt;
&lt;li&gt;x: CURRENTMAX&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (Number to add to
hit points, as defined in miscinfo.lst)&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;Adds to the number of either the current maximum ( &lt;strong&gt;CURRENTMAX&lt;/strong&gt; )
hit points or to the secondary ( &lt;strong&gt;ALTHP&lt;/strong&gt; ) hit points.&lt;/li&gt;
&lt;li&gt;Both &lt;strong&gt;CURRENTMAX&lt;/strong&gt; and &lt;strong&gt;ALTHP&lt;/strong&gt; hit points are defined in the
&lt;span class=&#34;lstfile&#34;&gt; miscinfo.lst &lt;/span&gt; file.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:HP|ALTHP|3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds three to the total secondary hit points.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:HP|ALTHP|5|TYPE=Species&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds five to the total secondary hit points for species reasons.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:HP|CURRENTMAX|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Character gains two additional hit points.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;STACK:NO &amp;lt;tab&amp;gt; MULT:YES &amp;lt;tab&amp;gt; CHOOSE:NUMCHOICES=1|STAT|CON &amp;lt;tab&amp;gt; BONUS:HP|CURRENTMAX|%LIST-CON&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Character gains between 1 and CON Bonus additional hit points, can be
used multiple time, does not stack.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TEMPBONUS:PC|HP|CURRENTMAX|AidSoulHitPoints*%CHOICE|TYPE=Temporary&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Character gains additional hit points temporary based on the
calculation.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ITEMCOST (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/itemcost.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/itemcost.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;BONUS:ITEMCOST|TYPE.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 (Item Type)&lt;/li&gt;
&lt;li&gt;y: Number, variable or formula (Cost 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;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 &lt;a href=&#34;../../list/data/equipmentmodifiers/cost.html&#34;&gt;EQMOD COST&lt;/a&gt; tag can be
used.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:ITEMCOST|TYPE.Weapon|200&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 200 to the cost if the item has the Weapon type.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:ITEMCOST|TYPE.Armor.Light|BASECOST*2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Doubles the cost if the item has the Armor and Light types.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LANGUAGES (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/languages.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/languages.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;BONUS:LANGUAGES|NUMBER|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, variable or 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;Used to increase or decrease the number of available language slots
available.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:LANGUAGES|NUMBER|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 1 to the available language pool.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;BONUS:LANGUAGES|NUMBER|-1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Reduces the available language pool by 1.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LOCKEDSTAT (Global: BONUS)</title>
      <link>http://docs.pcgen.com/list/global/bonus/lockedstat.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/global/bonus/lockedstat.html</guid>
      <description>

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

&lt;p&gt;New 6.01.03&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:LOCKEDSTAT|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 (Stat defined in loaded gameMode)&lt;/li&gt;
&lt;li&gt;y: Number or 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;Used to bonus a locked ability score.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:LOCKEDSTAT|INT|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to a locked &amp;ldquo;Intelligence&amp;rdquo; ability score.&lt;/p&gt;
</description>
    </item>
    
  </channel>
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