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    <title>Feats Tag on PCGen Documentation</title>
    <link>http://docs.pcgen.com/categories/feats-tag.html</link>
    <description>Recent content in Feats 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/feats-tag.xml" rel="self" type="application/rss+xml" />
    
    <item>
      <title>ADDSPELLLEVEL (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/addspelllevel.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/addspelllevel.html</guid>
      <description>

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

&lt;p&gt;Updated 5.16.0&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ADDSPELLLEVEL: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 (Increase in spell slot 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;This tag is used in metamagic feats to denote how much higher the
spell level slot requires.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a a feat with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;ADDSPELLLEVEL&lt;/code&gt; tag, the data included in a new
&lt;code&gt;ADDSPELLLEVEL&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;ADDSPELLLEVEL:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A spell with this metamagic feat applied to it takes up a slot two
levels higher than the normal spell.&lt;/p&gt;

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

&lt;p&gt;Initial Feat: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ADDSPELLLEVEL:1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ADDSPELLLEVEL:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ADDSPELLLEVEL:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified feat applied to a spell will causes the spell to take up a slot
two levels higher than the normal spell.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>APPLIEDNAME (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/appliedname.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/appliedname.html</guid>
      <description>

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

&lt;p&gt;Added 6.1.4&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;APPLIEDNAME: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 (An adjective to be prefixed to a spell
modified by this feat)&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 tag is used in metamagic feat to give an addribute that can modify
the spell name./p&amp;gt;&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;APPLIEDNAME:Empowered&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A spell with this metamagic feat applied to it gets the word &amp;ldquo;Empowered&amp;rdquo;
prefixed to the spell name.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>ASPECT (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/aspect.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/aspect.html</guid>
      <description>

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

&lt;p&gt;New 5.15.2&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ASPECT:x|y|z|z&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 (Name of Aspect)&lt;/li&gt;
&lt;li&gt;y: Text (Value of Aspect)&lt;/li&gt;
&lt;li&gt;z: Number or Formula (Optional. Used for
substitutions in y)&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;Identifies an &amp;ldquo;aspect&amp;rdquo; (see examples below) that a feat has and sets
it&amp;rsquo;s value.&lt;/li&gt;
&lt;li&gt;This tag can be used multiple times within a feat but each time it
must identify a new aspect.&lt;/li&gt;
&lt;li&gt;The text in the y variable can use %z for replacing numerical values
set by the z variable, %1 is replaced by the first z, %2 is replaced
by the second z, etc..&lt;/li&gt;
&lt;li&gt;The y text can also use other special variables, also usable in the
&lt;code&gt;DESC&lt;/code&gt; tag:

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;%CHOICE&lt;/code&gt; - Will replace the first associated choice in
the object.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;%LIST&lt;/code&gt; - Will substitute all choices comma separated into
that parameter.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;%NAME&lt;/code&gt; - The &lt;code&gt;OUTPUTNAME&lt;/code&gt; or name of the object this &lt;code&gt;DESC&lt;/code&gt; tag
is in.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a feat with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;ASPECT&lt;/code&gt; tag, the data included in a new &lt;code&gt;ASPECT&lt;/code&gt; tag
will selectively overwrite the existing tag data or include the
separate tags. Since each aspect name can hold only one value per
feat, modifying an existing &lt;code&gt;ASPECT&lt;/code&gt; tag will overwrite only the
value of the aspect by that name in the feat, and will add a
separate &lt;code&gt;ASPECT&lt;/code&gt; tag with a new name.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;ASPECT:Action Type|Standard Action&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Identifies the &amp;ldquo;Action Type&amp;rdquo; of an action performed as part of the
associated feat as a &amp;ldquo;Standard Action&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ASPECT:Attack Type|Melee weapon&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Identifies the &amp;ldquo;Attack Type&amp;rdquo; of an attack performed as part of the
associated feat as a &amp;ldquo;Melee weapon&amp;rdquo; attack.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ASPECT:Target|One creature&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Identifies the &amp;ldquo;Target&amp;rdquo; of an action performed as part of the associated
feat as &amp;ldquo;One creature&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ASPECT:Attack|Strength vs. AC&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Identifies an &amp;ldquo;Attack&amp;rdquo; performed as part of the associated feat as
&amp;ldquo;Strength vs. AC&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ASPECT:Attack Type|Ranged %1|PowerRange&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Identifies the &amp;ldquo;Attack Type&amp;rdquo; of an attack performed as part of the
associated feat as a &amp;ldquo;Ranged&amp;rdquo; attack with a range equivalent to the
&amp;ldquo;PowerRange&amp;rdquo; variable.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;ASPECT:Effect|Double damage to %CHOICE creatures&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Identifies the &amp;ldquo;Effect&amp;rdquo; of an action performed as part of the associated
feat as &amp;ldquo;Double damage&amp;rdquo; to the creature chosen by the associated
chooser.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example (Overwrite):&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Feat: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ASPECT:A1|A2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ASPECT:A1|A3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ASPECT:A1|A3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example (Include Separately):&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Feat: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ASPECT:A1|A2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ASPECT:B1|B2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; ASPECT:A1|A2 &amp;lt;tab&amp;gt; ASPECT:B1|B2&lt;/code&gt;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>BENEFIT (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/benefit.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/benefit.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;BENEFIT: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 benefit text)&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 the benefit text of the feat from the source material.&lt;/li&gt;
&lt;li&gt;The included text will be displayed in the feat description field if
the &lt;a href=&#34;../../menu/settings/appearance/display.html&#34;&gt;&amp;ldquo;Display Feat
Description&amp;rdquo;&lt;/a&gt; checkbox in
the Appearance/Display Options Preference window is unchecked.
Otherwise the text from the &lt;a href=&#34;../../list/data/feats.html#desc&#34;&gt;DESC&lt;/a&gt; tag
will be displayed.&lt;/li&gt;
&lt;li&gt;PRExxx tags can be used with the &lt;code&gt;BENEFIT&lt;/code&gt; tag.&lt;/li&gt;
&lt;li&gt;Multiple &lt;code&gt;BENEFIT&lt;/code&gt; tags per line are allowed with all qualifying
&lt;code&gt;BENEFIT&lt;/code&gt; tags being concatonated for output and separated
by spaces.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;.CLEAR&lt;/code&gt; will clear all &lt;code&gt;BENEFIT&lt;/code&gt; tags.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;.CLEAR.(regular expression match)&lt;/code&gt; will clear specific instances.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;BENEFIT&lt;/code&gt; tags will take variable substitution.

&lt;ul&gt;
&lt;li&gt;Within the text a % followed by a number will substitute the
#th variable from the variable list associated with the
&lt;code&gt;BENEFIT&lt;/code&gt; .&lt;/li&gt;
&lt;li&gt;Variables are specified after the descriptive text and are
pipe-delimited (|).&lt;/li&gt;
&lt;li&gt;The special parameter %% will insert an actual % character into
the text.&lt;/li&gt;
&lt;li&gt;If the parameter needs to be next to a number the parameter
number should be surrounded in curly brackets { }. For
example, %{1000}gp.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;The following special variables are allowed within the variable
list:

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;%NAME&lt;/code&gt; - The name of the object this &lt;code&gt;BENEFIT&lt;/code&gt; tag is in.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;%FEAT&lt;/code&gt; - Will substitute the descriptions of feats within the
object that match the associated preqrequisites.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;%CHOICE&lt;/code&gt; - Will replace the first associated choice in
the object.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;%LIST&lt;/code&gt; - Will substitute all choices into that parameter as a
comma-delimited list.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Formulas can be parsed and the results replaced in the output by
enclosing the variables and formulas within parentheses.

&lt;ul&gt;
&lt;li&gt;&lt;a href=&#34;../../list/data/feats.html#casterlevel&#34;&gt;CASTERLEVEL&lt;/a&gt; , a variable
specifically designed for this purpose, is commonly used though
other variables can be used as well.&lt;/li&gt;
&lt;li&gt;Because anything within parentheses is assumed to be a formula
to be parsed, text containing parentheses must substitute
brackets [ ] in place of parentheses.&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Regular Expressions:&lt;/strong&gt; Java has a Regular Expression library built
in that is very similar to Perl regular expressions. Basically it
allows for pattern matching in strings. You can create fairly
powerful match structures using things like character groups
&amp;ldquo;[a-zA-Z]&amp;rdquo; match any alphabetic character or groupings
&amp;ldquo;(bat|super)man&amp;rdquo; match batman or superman and many many more. So,
for example, you could clear all benefits by doing
&lt;code&gt;BENEFIT:.CLEAR..*&lt;/code&gt; , or clear all exceptional abilities by doing
&lt;code&gt;BENEFIT:.CLEAR.\(Ex\)&lt;/code&gt; , or clear everything that&amp;rsquo;s non-numeric
with &lt;code&gt;BENEFIT:.CLEAR.[A-Za-z]&lt;/code&gt; .&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a feat with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;BENEFIT&lt;/code&gt; tag, the data included in a new &lt;code&gt;BENEFIT&lt;/code&gt; tag
will be included as a separate tag.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;BENEFIT:This is sample text for the example purposes&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds feat benefit.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;.MOD Example (Include Separately):&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Initial Feat: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; BENEFIT:Initial benefit text.&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; BENEFIT:New benefit text.&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To:
&lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; BENEFIT:Initial benefit text. &amp;lt;tab&amp;gt; BENEFIT:New benefit text.&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The output of the modified will show the following: &amp;amp;quotInitial benefit
text. New benefit text.&amp;rdquo;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>COST (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/cost.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/cost.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;COST: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 (feat point cost)&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 how many feat points the feat costs. A decimal value, as the
example below, would mean that it only costs &lt;sup&gt;1&lt;/sup&gt;&amp;frasl;&lt;sub&gt;2&lt;/sub&gt; a feat point.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a feat with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;COST&lt;/code&gt; tag, the data included in a new &lt;code&gt;COST&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;COST:1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Feat costs one feat point.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;COST:.5&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Feat costs half a feat point.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Default Value:&lt;/strong&gt;&lt;/p&gt;

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

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

&lt;p&gt;Initial Feat: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; COST:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; COST:1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;ability name&amp;gt; &amp;lt;tab&amp;gt; COST:1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified Feat costs one feat point.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>MODIFYFEATCHOICE (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/modifyfeatchoice.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/modifyfeatchoice.html</guid>
      <description>

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

&lt;p&gt;New 5.11.x&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;MODIFYFEATCHOICE: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;li&gt;x: TYPE=Text (feat type)&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 tag allows for a previous feat choice to be replaced by a
new one.&lt;/li&gt;
&lt;li&gt;The feat called must allow choices to be a valid ability.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying an feat with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;MODIFYFEATCHOICE&lt;/code&gt; tag, the data included in a new
&lt;code&gt;MODIFYFEATCHOICE&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;MODIFYFEATCHOICE:TYPE=NinjaMonkeySchool&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Allows the selection of a new school from a list of schools of type
&amp;lsquo;NinjaMonkeySchool&amp;rsquo; to replace a previously selected one.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;MODIFYFEATCHOICE:Ninja Monkey Primary Weapon Reselection&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Allows a ninja monkey to select a new primary weapon, replacing an
earlier selected primary weapon.&lt;/p&gt;

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

&lt;p&gt;Initial Feat:
&lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; MODIFYFEATCHOICE:TYPE=NinjaMonkeyChimpSchool&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By:
&lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; MODIFYFEATCHOICE:TYPE=NinjaMonkeySilverbackSchool&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To:
&lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; MODIFYFEATCHOICE:TYPE=NinjaMonkeySilverbackSchool&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified feat allows the selection of a new school from a list of
schools of type &amp;lsquo;NinjaMonkeySilverbackSchool&amp;rsquo; to replace a previously
selected one.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>MULT (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/mult.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/mult.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;MULT: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: Boolean (YES/NO)&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 determines if a feat can be taken multiple times. If the value
is set to YES, then you &lt;strong&gt;MUST&lt;/strong&gt; also use a &lt;code&gt;CHOOSE&lt;/code&gt; tag.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying an feat with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;MULT&lt;/code&gt; tag, the data included in a new &lt;code&gt;MULT&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;MULT:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This Feat can be taken multiple times.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Default Value:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;NO&lt;/code&gt;&lt;/p&gt;

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

&lt;p&gt;Initial Feat: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; MULT:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; MULT:NO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; MULT:NO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified feat cannot be taken multiple times.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>STACK (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/stack.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/stack.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;STACK: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: Boolean (YES/NO)&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 tells PCGen if the feat benefits may be stacked on one another.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a feat with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;STACK&lt;/code&gt; tag, the data included in a new &lt;code&gt;STACK&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;STACK:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This Feat may be stack on itself.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Default Value:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;NO&lt;/code&gt;&lt;/p&gt;

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

&lt;p&gt;Initial Feat: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; STACK:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; STACK:NO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; STACK:NO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The benefits for the modified feat will not stack with itself if taken
multiple times.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>TEMPLATE (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/template.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/template.html</guid>
      <description>

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

&lt;p&gt;Updated 5.17.x&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;TEMPLATE: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 (Name of template)&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 templates that are granted by
the feat.&lt;/li&gt;
&lt;li&gt;Supports &lt;code&gt;%LIST&lt;/code&gt; in conjunction 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;TEMPLATE:Celestial&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds the &amp;ldquo;Celestial&amp;rdquo; template to the character.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;TEMPLATE:Half Dragon (Red)|Zombie&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds the templates &amp;ldquo;Half Dragon (Red)&amp;rdquo; and &amp;ldquo;Zombie&amp;rdquo; to the character.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>TEMPLATEADDCHOICE (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/templateaddchoice.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/templateaddchoice.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;TEMPLATE:ADDCHOICE: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 (Template 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;This is a pipe-delimited list of template choices that are added to
the list presented by the original &lt;code&gt;TEMPLATE:CHOOSE&lt;/code&gt; tag.&lt;/li&gt;
&lt;li&gt;When using the &lt;code&gt;TEMPLATE:ADDCOICE&lt;/code&gt; tag as part of a &lt;code&gt;.MOD&lt;/code&gt; of a Feat
that containes multiple &lt;code&gt;TEMPLATE:CHOOSE&lt;/code&gt; tags, all instances of the
&lt;code&gt;TEMPLATE:CHOOSE&lt;/code&gt; tag will be modified.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;TEMPLATE:ADDCHOICE:Demihuman|Beast&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The feat allows the selection of previously defined templates plus the
&amp;ldquo;Demihuman&amp;rdquo; or &amp;ldquo;Beast&amp;rdquo; templates.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>TEMPLATECHOOSE (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/templatechoose.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/templatechoose.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;TEMPLATE:CHOOSE: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 (Template 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;Will present a popup window of the choices provided in the
pipe-delimited (|) list, allowing the user to pick ONE from
the list.&lt;/li&gt;
&lt;li&gt;Multiple &lt;code&gt;TEMPLATE:CHOOSE&lt;/code&gt; tags can be used in the same LST object
but doing so can cause unintended results.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;TEMPLATE:CHOOSE:Celestial|Outsider&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The feat allows the selections of either the &amp;ldquo;Celestial&amp;rdquo; or &amp;ldquo;Outsider&amp;rdquo;
template.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>VISIBLE (Data: feats.lst)</title>
      <link>http://docs.pcgen.com/list/data/feats/visible.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/feats/visible.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;VISIBLE: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: YES (Default)&lt;/li&gt;
&lt;li&gt;x: NO&lt;/li&gt;
&lt;li&gt;x: DISPLAY&lt;/li&gt;
&lt;li&gt;x: EXPORT&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;&lt;code&gt;YES&lt;/code&gt; - Shows the feat name in PCGen and on export to a
character sheet.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;NO&lt;/code&gt; - Hides the feat name in PCGen and on export to a
character sheet.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DISPLAY&lt;/code&gt; - Displays the feat name in PCGen but not on the
character sheet.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;EXPORT&lt;/code&gt; - Hides the feat name from PCGen but displays it on the
character sheet.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a feat with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;VISIBLE&lt;/code&gt; tag, the data included in a new &lt;code&gt;VISIBLE&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;VISIBLE:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Shows the feat name in PCGen and on the Output sheet.&lt;/p&gt;

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

&lt;p&gt;Initial Feat: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; VISIBLEE:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; VISIBLE:DISPLAY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;&amp;lt;feat name&amp;gt; &amp;lt;tab&amp;gt; VISIBLE:DISPLAY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified feat will appear in the GUI but will not appear on the output
sheet.&lt;/p&gt;
</description>
    </item>
    
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