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    <title>Skills Tag on PCGen Documentation</title>
    <link>http://docs.pcgen.com/categories/skills-tag.html</link>
    <description>Recent content in Skills 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/skills-tag.xml" rel="self" type="application/rss+xml" />
    
    <item>
      <title>ACHECK (Data: skills.lst)</title>
      <link>http://docs.pcgen.com/list/data/skills/acheck.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/skills/acheck.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;ACHECK: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: DOUBLE&lt;/li&gt;
&lt;li&gt;x: NO&lt;/li&gt;
&lt;li&gt;x: NONPROF&lt;/li&gt;
&lt;li&gt;x: PROFICIENT&lt;/li&gt;
&lt;li&gt;x: WEIGHT&lt;/li&gt;
&lt;li&gt;x: YES&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 whether any penalties from equipped armor
are applied.&lt;/li&gt;
&lt;li&gt;NO - Armor check penalty does not apply (Default).&lt;/li&gt;
&lt;li&gt;YES - Armor check penalty applies to this skill.&lt;/li&gt;
&lt;li&gt;PROFICIENT - Armor check penalty applies if the character is not
proficient in it.&lt;/li&gt;
&lt;li&gt;DOUBLE - Armor check penalty of double normal applies to this skill.&lt;/li&gt;
&lt;li&gt;WEIGHT - Weight carried penalty applies to the skill check.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a skill with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;ACHECK&lt;/code&gt; tag, the data included in a new &lt;code&gt;ACHECK&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;ACHECK:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Armor check penalty applies to this skill.&lt;/p&gt;

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

&lt;p&gt;Initial Skill: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; ACHECK:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Brachiation.MOD &amp;lt;tab&amp;gt; ACHECK:DOUBLE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; ACHECK:DOUBLE&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The skill &amp;ldquo;Brachiation&amp;rdquo; receives a double penalty from equipped armor.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CLASSES (Data: skills.lst)</title>
      <link>http://docs.pcgen.com/list/data/skills/classes.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/skills/classes.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;CLASSES: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 (Class Name)&lt;/li&gt;
&lt;li&gt;x: ALL&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;classes&#34;&gt;&lt;/span&gt; *** New 5.3.3&lt;/p&gt;

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

&lt;ul&gt;
&lt;li&gt;Makes the given skill a class skill for the listed classes.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a skill with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;CLASSES&lt;/code&gt; tag, the data included in a new &lt;code&gt;CLASSES&lt;/code&gt; tag
will be appended to the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;CLASSES:Cleric|Paladin&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The listed skill is class skill for &amp;ldquo;Cleric&amp;rdquo; or &amp;ldquo;Paladin&amp;rdquo; characters.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASSES:ALL&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The listed skill is class skill for all classes.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;CLASSES:ALL|!Wizard&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The listed skill is a class skill for all classes except for &amp;ldquo;Wizard&amp;rdquo;
characters.&lt;/p&gt;

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

&lt;p&gt;Initial Skill: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; CLASSES:Acrobat&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Brachiation.MOD &amp;lt;tab&amp;gt; CLASSES:Ranger&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; CLASSES:Acrobat|Ranger&lt;/code&gt; .&lt;/p&gt;

&lt;p&gt;The skill &amp;ldquo;Brachiation&amp;rdquo; is a class skill for both the &amp;ldquo;Acrobat&amp;rdquo; and the
&amp;ldquo;Ranger&amp;rdquo; classes.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>EXCLUSIVE (Data: skills.lst)</title>
      <link>http://docs.pcgen.com/list/data/skills/exclusive.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/skills/exclusive.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;EXCLUSIVE: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 or 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 whether a skill is an exclusive skill or not.&lt;/li&gt;
&lt;li&gt;If this is set to YES then ONLY classes that have this listed as a
class skill can take it.&lt;/li&gt;
&lt;li&gt;The Default is NO.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a skill with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;EXCLUSIVE&lt;/code&gt; tag, the data included in a new &lt;code&gt;EXCLUSIVE&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;EXCLUSIVE:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This skill may only be taken if it is a class skill.&lt;/p&gt;

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

&lt;p&gt;Initial Skill: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; EXCLUSIVE:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Brachiation.MOD &amp;lt;tab&amp;gt; EXCLUSIVE:NO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; EXCLUSIVE:NO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The exclusive skill &amp;ldquo;Brachiation&amp;rdquo; is no longer exclusive.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>KEYSTAT (Data: skills.lst)</title>
      <link>http://docs.pcgen.com/list/data/skills/keystat.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/skills/keystat.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;KEYSTAT: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 (Abbreviated name of stat
from statsandchecks.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;This is to set what stat (as defined by the Game Mode List File) the
skill draws bonuses from.&lt;/li&gt;
&lt;li&gt;If the tag is not included no Stat bonus will be applied.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a skill with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;KEYSTAT&lt;/code&gt; tag, the data included in a new &lt;code&gt;KEYSTAT&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;KEYSTAT:INT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Sets the Key stat for the skill to Intelligence.&lt;/p&gt;

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

&lt;p&gt;Initial Skill: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; KEYSTAT:DEX&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Brachiation.MOD &amp;lt;tab&amp;gt; KEYSTAT:STR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; KEYSTAT:STR&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The keystat for the skill &amp;ldquo;Brachiation&amp;rdquo; is no &amp;ldquo;Strength&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>SITUATION (Data: skills.lst)</title>
      <link>http://docs.pcgen.com/list/data/skills/situation.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/skills/situation.html</guid>
      <description>

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

&lt;p&gt;New 6.03.0&lt;/p&gt;

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

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

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

&lt;ul&gt;
&lt;li&gt;x: Text (Skill situation)&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 used to set situational skills.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a skill with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;SITUATION&lt;/code&gt; tag, the data included in a new &lt;code&gt;SITUATION&lt;/code&gt;
tag will appended to the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;Stealth &amp;lt;tab&amp;gt; SITUATION:In Darkness&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Sets the situational skill &amp;ldquo;Stealth (In Darkness)&amp;rdquo;.&lt;/p&gt;

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

&lt;p&gt;Initial Skill: &lt;code&gt;Stealth &amp;lt;tab&amp;gt; SITUATION:In Darkness&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Stealth.MOD &amp;lt;tab&amp;gt; SITUATION:In Caverns&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Stealth &amp;lt;tab&amp;gt; SITUATION:In Darkness|In Caverns&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Creates the situational skills &amp;ldquo;Stealth (In Darkness)&amp;rdquo; and &amp;ldquo;Stealth (In
Caverns)&amp;ldquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>USEUNTRAINED (Data: skills.lst)</title>
      <link>http://docs.pcgen.com/list/data/skills/useuntrained.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/skills/useuntrained.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;USEUNTRAINED: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 (efault is YES)&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; or &lt;code&gt;NO&lt;/code&gt; are used to indicate if this skill can be used
untrained by the character.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a skill with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;USEUNTRAINED&lt;/code&gt; tag, the data included in a new
&lt;code&gt;USEUNTRAINED&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;USEUNTRAINED:NO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This skill may not be used if untrained.&lt;/p&gt;

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

&lt;p&gt;Initial Skill: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; USEUNTRAINED:NO&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Brachiation.MOD &amp;lt;tab&amp;gt; USEUNTRAINED:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; USEUNTRAINED:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The modified &amp;ldquo;Brachiation&amp;rdquo; skill can be used untrained.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>VISIBLE (Data: skills.lst)</title>
      <link>http://docs.pcgen.com/list/data/skills/visible.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/skills/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|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: YES (Default)&lt;/li&gt;
&lt;li&gt;x: ALWAYS&lt;/li&gt;
&lt;li&gt;x: NO&lt;/li&gt;
&lt;li&gt;x: DISPLAY&lt;/li&gt;
&lt;li&gt;x: GUI&lt;/li&gt;
&lt;li&gt;x: EXPORT&lt;/li&gt;
&lt;li&gt;x: CSHEET&lt;/li&gt;
&lt;li&gt;y: READONLY (Optional)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;span id=&#34;visible&#34;&gt;&lt;/span&gt; *** New 5.7.7&lt;/p&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; , &lt;code&gt;ALWAYS&lt;/code&gt; - Shows the skill 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 skill completely.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DISPLAY&lt;/code&gt; , &lt;code&gt;GUI&lt;/code&gt; - Displays the skill name in PCGen but not on the
character sheet.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;EXPORT&lt;/code&gt; , &lt;code&gt;CSHEET&lt;/code&gt; - Hides the skill name from PCGen but displays
it on the character sheet.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;READONLY&lt;/code&gt; - This will block the user from adding Ranks to the skill
in the Skill Tab.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;READONLY&lt;/code&gt; is not valid when &lt;code&gt;VISIBLE&lt;/code&gt; is set to &lt;code&gt;EXPORT&lt;/code&gt; or
&lt;code&gt;CSHEET&lt;/code&gt; .&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a skill 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 skill name in PCGen and on the Output sheet.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VISIBLE:ALWAYS&lt;/code&gt;&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;VISIBLE:DISPLAY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Shows the skill name in PCGen but not on the Output sheet.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VISIBLE:GUI&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Shows the skill name in PCGen but not on the Output sheet.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VISIBLE:CSHEET&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Shows the skill name on the Output sheet but not in PCGen.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;VISIBLE:ALWAYS|READONLY&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Shows the skill name in PCGen and on the Output sheet but prohibits the
user from adding ranks to it.&lt;/p&gt;

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

&lt;p&gt;Initial Skill: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; VISIBLE:EXPORT&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Brachiation.MOD &amp;lt;tab&amp;gt; VISIBLE:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Brachiation &amp;lt;tab&amp;gt; VISIBLE:YES&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The modified &amp;ldquo;Brachiation&amp;rdquo; skill can be seen throughout the PCGen
experience.&lt;/p&gt;
</description>
    </item>
    
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