Races Tag - PCGen Documentation

# Pages in Races Tag

## CR (Data: races.lst)

Status None Syntax CR:x Parameters x: Number (Challenge rating) What it does Sets the Challenge Rating of the creature. For CR’s less than 1, fractions are used (1⁄2, 1⁄4, 1⁄8). .MOD Behavior: When modifying a race with the .MOD tag, given an existing CR tag, the data included in a new CR tag will overwrite the existing tag data. Note: CR’s using fractions must start with a “1/”. Expressions such as CR:3⁄4 or CR:0.5 will not work.

## CRMOD (Data: races.lst)

Status New 6.1.2 Syntax CRMOD:x.x|y Parameters x: Text (a class type as defined in the game mode). y: Formula (a standard PCGen LST formula). What it does 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 Example CRMOD:PC.NPC|0 In the Pathfinder RPG, a drow noble’s CR is always equal to his character level.

## FACE (Data: races.lst)

Status None Syntax FACE:x,y Parameters x: Number (Space the creature occupies) y: Number (Optional, side space) What it does 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. .MOD Behavior: When modifying a race with the .MOD tag, given an existing FACE tag, the data included in a new FACE tag will overwrite the existing tag data.

## FAVCLASS (Data: races.lst)

Status Updated 5.15.8 Syntax FAVCLASS:x|x.y Parameters x: Text (Base class name) x: ANY y: Text (Base class or sub-class name) What it does Determines the Race’s favored class. Classes with sub-classes must use the (x.y) syntax and must include the base-class name or the sub-class name. More than one class may be included as a pipe-delimited (|) list with all listed classes identified as “Favored”. Special type ‘ANY’ will grant the character’s highest level class as Favored.

## FAVCLASSCHOOSE (Data: races.lst)

Status Updated 5.15.8 Syntax FAVCLASS:CHOOSE:x|x.y Parameters x: Text (Base class name) x: ANY y: Text (Base class or sub-class name) What it does Determines the Race’s favored class. More than one class may be included, as a pipe-delimited (|) list, with all listws classes identified as “Favored”. Special type ‘ANY’ will grant the character’s highest level class as Favored. When ‘ANY’ is used no other class is allowed. Example FAVCLASS:CHOOSE:Wizard Race may select any sub-class of “Wizard” as the favored class.

## FEAT (Data: races.lst)

Status Updated 5.17.4 Syntax FEAT:x|x Parameters x: Text (Feat name) Status: 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380 The FEAT tag is deprecated. Use ABILITY instead. All FEAT tags have been deprecated and replaced by the ABILITY system, which is more general. The ABILITY system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format. What it does This is a pipe-delimited (|) list of feats granted to a Race (also known as “bonus feats”).

## HANDS (Data: races.lst)

Status None Syntax HANDS:x Parameters x: Number (Number of Hands) What it does Determines the Number of Hands the creature has for purposes of Multiattack and Multidexterity. .MOD Behavior: When modifying a race with the .MOD tag, given an existing HANDS tag, the data included in a new HANDS tag will overwrite the existing tag data. Example HANDS:4 Race has four hands. .MOD Example: Initial Race: <race name> <tab> HANDS:2 Modified By: <race name>.MOD <tab> HANDS:4 Is Equivalent To: <race name> <tab> HANDS:4 Race now has four hands.

## HITDICEADVANCEMENT (Data: races.lst)

Status None Syntax HITDICEADVANCEMENT:x,x Parameters x: Number (Hit Dice) What it does 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. 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.

## HITDIE (Data: races.lst)

Status None Syntax HITDIE:x|y Parameters x: Number (Hit Die size) x: %+Number (Amount added to Hit Die) x: %-Number (Amount subtracted from Hit Die) x: %*Number (Amount Hit Die is multiplied by) x: %/Number (Amount Hit Die is divided by) x: %upNumber (Amount Hit Die size is stepped up by) x: %downNumber (Amount Hit Die size is stepped down by) x: %Hup (Amount Hit Die size is stepped up by) x: %Hdown (Amount Hit Die size is stepped down by) y: CLASS=<class name> (Optional, Specific class the HITDIE will be applied to) y: CLASS.TYPE=<class type name> (Optional, Specific class type the HITDIE will be applied to) *** Updated 5.13.6 What it does Specifies the new Hit Die size granted to the creature.

## LANGAUTO (Data: races.lst)

Status None Syntax CHOOSE:LANGAUTO:x|x Parameters x: Text (Language name) What it does This is a | (pipe) delimited choice of Automatic Languages that do not count against the limit determined by a Stat. Example CHOOSE:LANGAUTO:Abyssal|Infernal May choose between “Abyssal” or “Infernal” as a race language.

## LANGBONUS (Data: races.lst)

Status None Syntax LANGBONUS:x,x Parameters x: Text (Language Name) x: TYPE=Text (Language Type) x: ALL x: .CLEAR What it does 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. When using ALL , no other language designation is necessary. .MOD Behavior: When modifying a race with the .MOD tag, given an existing LANGBONUS tag, the data included in a new LANGBONUS tag will be appended to the existing tag data.

## LEGS (Data: races.lst)

Status None Syntax LEGS:x Parameters x: Number (Number of Legs) What it does Used to determine encumbrance and carrying capacity for creatures/characters with a nonstandard amount of legs. (i.e. more than/less than 2). .MOD Behavior: When modifying a race with the .MOD tag, given an existing LEGS tag, the data included in a new LEGS tag will overwrite the existing tag data. Examples LEGS:4 A horse has 4 legs. LEGS:0 Slime and ooze creatures/characters would have no legs!

## LEVELADJUSTMENT (Data: races.lst)

Status None Syntax LEVELADJUSTMENT:x Parameters x: Number or Formula (Level Adjustment) *** Updated 5.11.13 What it does Raises the Effective Character Level (ECL) of the creature by the number supplied. This is factored in when determining how much experience is needed to raise a character’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.

## MONCCSKILL (Data: races.lst)

Status None Syntax MONCCSKILL:x|x Parameters x: Text (Skill Name) x: TYPE.Text (Skill Type) *** New 5.4 What it does Grants the listed skills as monster cross class skills. The replacement/substitution symbol (%) may be used at the end of the skill name. Monster cross class skills are only cross class skills for monster classes such as Giant, Outsider, Undead etc. 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.

## MONCSKILL (Data: races.lst)

Status None Syntax MONCSKILL:x|x Parameters x: Text (Skill Name) x: TYPE.Text (Skill Type) *** New 5.4 What it does Grants the listed skills as monster class skills. The replacement/substitution symbol (%) may be used at the end of the skill name. Monster class skills are only class skills for monster classes such as Giant, Outsider, Undead etc. 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.

## MONSTERCLASS (Data: races.lst)

Status None Syntax MONSTERCLASS:x:y Parameters x: Text (Monster Class Name) y: Number (Starting Level) What it does Determines the number of Monster Levels the race gets on start. Class must be TYPE:Monster and have a PRERACETYPE that matches the race. .MOD Behavior: When modifying a race with the .MOD tag, given an existing MONSTERCLASS tag, the data included in a new MONSTERCLASS tag will overwrite the existing tag data. Example MONSTERCLASS:Outsider:2 The race has 2 levels of Outsider to start.

## RACESUBTYPE (Data: races.lst)

Status None Syntax RACESUBTYPE:x|x Parameters x: Text (Creature Subtype) *** New 5.9.4 What it does Defines the Subtypes a creature possesses. Additional Subtypes can be added and/or removed with a RACESUBTYPE in a template or other file type. Examples include: Air, Angel, Aquatic, Archon, Augmented, Chaotic, Cold, Earth, Evil, Extraplanar, Fire, Goblinoid, Good, Incorporeal, Lawful, Native, Reptilian, Shapechanger, Swarm, Water as well as Humanoid subraces such as Elf, Orc, Dwarf, etc..

## RACETYPE (Data: races.lst)

Status None Syntax RACETYPE:x Parameters x: Text (Creature Type) *** New 5.9.4 What it does Defines the Type of creature the race is. A Creature may only have one RACETYPE at any given time. The Base RACETYPE set in the race line can be changed with a RACETYPE tag in a template or other file type. Currently existing selections from the Monster List include: Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead, and Vermin.

## REACH (Data: races.lst)

Status None Syntax REACH:x Parameters x: Number (Reach in Feet) What it does Determines the reach of the Race. .MOD Behavior: When modifying a race with the .MOD tag, given an existing REACH tag, the data included in a new REACH tag will overwrite the existing tag data. Example REACH:10 The race has a reach of ten feet. .MOD Example: Initial Race: <race name> <tab> REACH:5 Modified By: <race name>.MOD <tab> REACH:10 Is Equivalent To: <race name> <tab> REACH:10 The final reach is “10”.

## ROLE (Data: races.lst)

Status New 6.1.2 Syntax ROLE:x.x Parameters x: Text (a monster role as defined in the game mode). What it does Specifies the monster role or roles of a creature. Used to determine CR for creatures with both racial hit dice and class levels. Example ROLE:Combat Character levels in classes associated with the Combat role are key levels for CR calculation purposes for this creature. ROLE:Combat.Skill Character levels in classes associated with either the Combat role or the Skill role are key levels for CR calculation purposes for this creature.

## SIZE (Data: races.lst)

Status None Syntax SIZE:x Parameters x: Text (F,D,T,S,M,L,H,G,C) *** Updated 5.12 RC3 What it does Determines the size of the Race. (F=Fine, D=Diminutive, T=Tiny, S=Small, M=Medium, L=Large, H=Huge, G=Gargantuan, C=Colossal). Size is used in determining to-hit, AC, and affects some skills. The size designations, including abbreviations, are dependant upon the gamemode used and may be redefined in the sizeadjustments.lst file. .MOD Behavior: When modifying a race with the .MOD tag, given an existing SIZE tag, the data included in a new SIZE tag will overwrite the existing tag data.

## SKILLMULT (Data: races.lst)

Status None Syntax SKILLMULT:x Parameters x: Number (Skill Multiplier) What it does Defines the Multiplier of the skill points when the character is first level. Default is x4. Most Multi-hit die creatures have SKILLMULT:1 since adding class levels is done as Multi-Classing. .MOD Behavior: When modifying a race with the .MOD tag, given an existing SKILLMULT tag, the data included in a new SKILLMULT tag will overwrite the existing tag data.

## STARTFEATS (Data: races.lst)

Status None Syntax STARTFEATS:x Parameters x: Number (Number of Starting Feats) *** Updated before 5.12.0 What it does Grants a number of free feats to the race at first level. These are unrestricted feats. To restrict choice (such as “only Fighter feats”) use the global ADD:FEAT() tag. .MOD Behavior: When modifying a template, with the .MOD tag, given an existing STARTFEATS tag, the data included in a new STARTFEATS tag will be included as if it were a separate tag.

## TEMPLATE (Data: races.lst)

Status None Syntax TEMPLATE:x|x Parameters x: Text (Template Name) What it does This is a pipe-delimited (|) list of templates that are granted to the race. Example TEMPLATE:Incorporeal|Undead|Celestial The race uses the “Incorporeal”, “Undead” and “Celestial” templates. Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2 This modification of the race Bugbear, changes all of the indicated tags.

## TEMPLATEADDCHOICE (Data: races.lst)

Status None Syntax TEMPLATE:ADDCHOICE:x|x Parameters x: Text (Template Name) What it does This is a pipe-delimited list of template choices that are added to the list presented by the original TEMPLATE:CHOOSE tag. When using the TEMPLATE:ADDCOICE tag as part of a .MOD of a Race object that containes multiple TEMPLATE:CHOOSE tags, all instances of the TEMPLATE:CHOOSE tag will be modified. Example TEMPLATE:ADDCHOICE:Demihuman|Beast The race can choose previously defined templates plus the “Demihuman” or “Beast” templates.

## TEMPLATECHOOSE (Data: races.lst)

Status None Syntax TEMPLATE:CHOOSE:x|x Parameters x: Text (Template Name) What it does Will present a popup window of the choices provided in the pipe-delimited (|) list, allowing the user to pick ONE from the list. Multiple TEMPLATE:CHOOSE tags can be used in the same LST object but PCGen’s current Data Standard is to include no more that one in each LST object. Although the TEMPLATE:CHOOSE tag is not a gobal tag it can be used in the Ability , Class , and Template files.

## WEAPONBONUS (Data: races.lst)

Status None Syntax WEAPONBONUS:x|x Parameters x: Text (Weapon Name) x: TYPE.Text (Weapon Type) *** Updated 5.7.12 What it does This is a | (pipe) delimited list of weapons or weapon types that are granted to the race as a choice of ONE of the listed weapons. Example WEAPONBONUS:Rapier|Longbow The race receives bonus proficiency in “Rapier” or “Longbow”. WEAPONBONUS:TYPE.Simple The race receives bonus proficiency in any one Simple weapon. .MOD Example: Initial Race: Grunt <tab> WEAPONBONUS:TYPE.Simple Modified By: Grunt.MOD <tab> WEAPONBONUS:TYPE.Martial Is Equivalent To: Grunt <tab> WEAPONBONUS:TYPE.Simple|TYPE.Martial .

## XTRASKILLPTSPERLVL (Data: races.lst)

Status Updated Syntax 6.03.02 Syntax XTRASKILLPTSPERLVL:x Parameters x: Number, Variable, or Formula What it does Grants a number of skill points to the race for free at every character level. This happens before multiplication of the first class level’s skill points. Warning: Use of this tag on levels greater than first level will lead to unexpected behavior. Example XTRASKILLPTSPERLVL:1 Adds one to the skill points per level (before multiplication for the 1st level).

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