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    <title>Sources on PCGen Documentation</title>
    <link>http://docs.pcgen.com/source.html</link>
    <description>Recent content in Sources on PCGen Documentation</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <lastBuildDate>Mon, 01 Aug 2016 00:00:00 +0000</lastBuildDate>
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    <item>
      <title>Fantasy Flight Games: Midnight - Campaign Source Book PCGen help file</title>
      <link>http://docs.pcgen.com/source/fantasy/midnight.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/fantasy/midnight.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: 3e&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;ALPHA DATASETS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;FFG - Midnight - Campaign Source Book&lt;/strong&gt;&lt;/p&gt;

&lt;h3 id=&#34;the-midnight-magic-system&#34;&gt;The Midnight magic system&lt;/h3&gt;

&lt;p&gt;Midnight employs an unusual magic system which has been difficult to
implement in PCGen and accounts for the long time it took to appear in
the release. In Midnight any character class can learn and cast spells,
they need only have taken the proper feats. To do this some workarounds
are employed to make this work within PCGen. First all the normally
non-spellcasting classes allowed in Midnight are modified so that they
are spell casters. This is only done for the classes which exist in
Midnight, those classes which do not were left alone. Second the Spells
have been modified so that they have as a prerequisite the correct feats
necessary to learn and cast the spell.&lt;/p&gt;

&lt;p&gt;One effect of this is that when the Midnight dataset is loaded all the
spells in the SRD have prerequisites for Midnight&amp;rsquo;s requirements which
interferes with spellcasters outside of those in Midnight. If you wish
to make NPC&amp;rsquo;s and monsters with spellcasting capabilities outside of the
Midnight system we have provided a template named &lt;strong&gt;Unlock Midnight
Spell Prerequisites&lt;/strong&gt; which will bypass those prerequisites and allow
normal spellcasting.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Fantasy Flight Games: Sorcery and Steam PCGen help file</title>
      <link>http://docs.pcgen.com/source/fantasy/sorcery-and-steam.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/fantasy/sorcery-and-steam.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: 3e&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;FANTASY FLIGHT GAMES &amp;gt; SOURCEBOOK&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;FFG - Sorcery and Steam - Source Book&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;FANTASY FLIGHT GAMES &amp;gt; SOURCEBOOK &amp;gt; OPTIONAL&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;FFG - Sorcery and Steam - Full Steampunk Campaign&lt;/strong&gt;&lt;/p&gt;

&lt;h3 id=&#34;campaign-modes&#34;&gt;Campaign Modes&lt;/h3&gt;

&lt;p&gt;Sorcery and Steam has two modes of use. The first is Steampunk as
Exotic. Firearms are Exotic weapons and the technology presented in
Sorcery and Steam is rare. The second is the Full Steampunk Campaign.
Firearms are common and are considered simple weapons and steam
technology exists throughout the campaign world. In this mode there are
slight differences in some of the base classes as well as some class
variants.&lt;/p&gt;

&lt;p&gt;If you are using the first mode, Steampunk as Exotic, you need only load
the main Sorcery and Steam dataset. If you want to use the second mode
you must load the main Sorcery and Steam dataset as well as the optional
Full Steampunk Campaign dataset. This will re-type firearms into simple
weapons and make adjustments to the base classes. You must load both
sources to fully implement this mode.&lt;/p&gt;

&lt;h3 id=&#34;guns-as-melee-weapons&#34;&gt;Guns as melee weapons&lt;/h3&gt;

&lt;p&gt;Firearms can be used as melee weapons by virtue of the fact that they
have some weight and would hurt should you be smacked on the head with
one. To provide game stats for this use there are 3 items in the
equipment list, Pistol (As Melee Weapon), Musket (As Melee Weapon) and
Musket (As Melee Weapon with Bayonet). These items have no cost or
weight but if they are added to your character they will show up on the
output sheet with the correct stats for use as melee weapons. This is a
work-around for the fact that PCGen cannot now treat the same weapon as
both ranged and melee.&lt;/p&gt;

&lt;h3 id=&#34;classes&#34;&gt;Classes&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Artificer&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;If there are any technical knowledge skills in your custom files or from
other sources that you feel should be Artificer class skills you can
.MOD them to add the Tech TYPE (for example see Knowledge (Architecture
and Engineering).MOD) and they will become Artificer class skills.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Gun Glyph&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Marksman class ability is listed under Special Abilities but the
benefit is not applied to the character sheet unless an equipment mod is
applied to the equipment item itself. To do this right click on the
firearm in the equipment list and choose Create Custom Item, then choose
Gun Glyph Weapon and buy it. Once equipped the appropriate bonuses will
appear on your character sheet. The cost of the mod is free and the
bonuses will only benefit a Gun Glyph character so if another character
uses the item there is no bonus. This mod is meant to reflect class
abilities and do not change the condition of the item itself. Note that
the weapon mod only applies to the Gun the Gun Glyph constructed to
qualify for the class.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Fantasy help files</title>
      <link>http://docs.pcgen.com/source/fantasy/fantasy-header.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/fantasy/fantasy-header.html</guid>
      <description>&lt;p&gt;The 3e and 35e gameModes represent the third edition and the 3.5 edition
of the fantasy role playing game published by Wizards of the Coast. Our
datasets are based on the version of this game published under the Open
Gaming License commonly known as the &lt;a href=&#34;../source/fantasy/srd.html&#34;&gt;Standard Reference Document or
SRD&lt;/a&gt; . The rules were recently revised and
that version is known as the &lt;a href=&#34;../source/fantasy/rsrd.html&#34;&gt;(Revised) Standard reference Document or
RSRD&lt;/a&gt; . All of the datasets which appear in
the sources tab along with the SRD and RSRD are dependent on having
these loaded and will not function properly without them.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Index : 4th Edition and PCGen</title>
      <link>http://docs.pcgen.com/source/4e-docs/4e-docs_index.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/4e-docs/4e-docs_index.html</guid>
      <description>&lt;p&gt;Unfortunately 4th Edition is closed content and we do not have
permission to create and distribute data for this game. PCGen can
support 4th Edition as easily as it supports 3.5 and 3.0 and many of our
users have in fact created their own datasets for 4th Edition.&lt;/p&gt;

&lt;p&gt;Because of the interest in using PCGen for 4th Edition we have done what
we can by creating a Starter Set as an aid to those wishing to code up
their own data. The Starter Set is available as a separate download in
the form of a data installer zip. It is kept separate because it is
incomplete, it&amp;rsquo;s basically an almost empty structure which you can use
to start coding your own set.&lt;/p&gt;

&lt;p&gt;The Starter Set includes a dataset which has some sample data but no
actual content from the game itself. The sample data is meant to show
how the data can be coded and you may want to delete or comment it out
as you create your own. The Starter Set also includes gameMode files
specifically set up for 4e, output sheets and preview sheets and
additional documentation with instructions for creating datasets for 4e.
The output sheets and preview sheets are only slightly modified versions
of 3.5 sheets and still need a lot of work to be fully 4e, again this is
meant to be a starting point.&lt;/p&gt;

&lt;p&gt;The starter set itself is incomplete and its future usefulness depends
largely on the feedback and contributions of you, our community. If you
have suggestions, improvements to the instructions or gameMode files,
better outputsheets, etc.. please post them to our yahoo group and we
will happily update the starter set package.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;You can download the 4e Starter Set installer &lt;a href=&#34;http://sourceforge.net/projects/pcgen/files/PCGen%20Stable%20Datasets/5.16.1%20OOC%20Data%20Sets/&#34;&gt;from our download
page&lt;/a&gt;
or from this &lt;a href=&#34;http://sourceforge.net/projects/pcgen/files/PCGen%20Stable%20Datasets/5.16.1%20OOC%20Data%20Sets/5160_pcgen_4e_starter_set_0.1.zip/download&#34;&gt;direct
link&lt;/a&gt;
. See &lt;a href=&#34;../menu/sources/install-data.html&#34;&gt;this page&lt;/a&gt; for instructions on
using the installer.&lt;/p&gt;

&lt;p&gt;Good luck and happy coding!&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Index : PCGen Source Help</title>
      <link>http://docs.pcgen.com/source/source_index.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/source_index.html</guid>
      <description>&lt;p&gt;This section will provide information on how to use specific datasets.
It is not intended to detail every aspect of the dataset but is
specifically focused on features and aspects of the dataset which are
hidden, obscure, counter intuitive or simply unimplemented. When it is
not obvious how a particular feature from a source book is handled by
PCGen we will include that information here. If a feature can not
currently be supported in PCGen we will use this section to let you know
and include suggestions on how to work around the problem. For more
general instructions on how to use the program you should read the
&lt;a href=&#34;../walkthrough/walkthrough_index.html&#34;&gt;Character Creation Walkthrough&lt;/a&gt; section which
includes a step by step tutorial on how to create a character.&lt;/p&gt;

&lt;p&gt;An example of a feature which would be included in this section is the
Arcane Archer. The Arcane Archer has the ability to enchant any
non-magical arrow he notches in his bow, this feature is not easily done
within PCGen data and there is no way to have it accounted for
automatically. The current solution is a special equipment modifier
created for this purpose. To use this feature you must customize a
non-magical arrow and add this equipment modifier to it, it costs
nothing and only grants bonuses to an Arcane Archer but when used by an
Arcane Archer the appropriate bonuses appear on the character sheets.
Because of the unusual (and some what obscure) way this feature is
implemented it is detailed here.&lt;/p&gt;

&lt;p&gt;Another example is a class ability of the Archmage. As the Archmage
gains levels he is given the option to choose a spell he knows and
thereafter use it as a spell-like ability. PCGen at this time does not
have the capability to choose a spell from the characters spell list and
display it within the SA text. The suggested work around is to record
your spell choices in a note in the description tab.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Index : The Pathfinder Role Playing Game help files</title>
      <link>http://docs.pcgen.com/source/pathfinder/pathfinder_index.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/pathfinder/pathfinder_index.html</guid>
      <description>&lt;p&gt;The Pathfinder Roleplaying Game and Pathfinder Beta gameModes represent
an evolution of the 3.5 rules set of the world&amp;rsquo;s oldest fantasy
roleplaying game. Our datasets are published under the &lt;a href=&#34;http://paizo.com/communityuse&#34;&gt;Paizo
Publishing, LLC Community Use Policy&lt;/a&gt; and
the &lt;a href=&#34;../credits/ogl-license.html&#34;&gt;Open Gaming License (OGL)&lt;/a&gt; . The Core
Rulebook can be purchased from Paizo Publishing in Hard Cover or PDF
format and the rule are also available online at the &lt;a href=&#34;http://paizo.com/pathfinderRPG/prd/&#34;&gt;Pathfinder
Roleplaying Game Reference
Document&lt;/a&gt; .&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Modern System Reference Document - Future section help file</title>
      <link>http://docs.pcgen.com/source/modern/msrd-future.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/modern/msrd-future.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: Modern&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;MSRD &amp;gt; COMPLETE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;MSRD - Future&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;MSRD &amp;gt; PARTIAL&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Basics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Cybernetics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Equipment&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Mecha&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Mutations&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Robots&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;To run this you also need to load one of these:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;MSRD &amp;gt; COMPLETE &amp;gt; MSRD - Basics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;MSRD &amp;gt; PARTIAL &amp;gt; BASICS &amp;gt; Modern - Basics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Future section of the Modern System Reference Document, or MSRD,
contains the Future rules for the Modern d20 role playing game published
by Wizards of the Coast under the Open Gaming License and contains much
of the material found in the Future supplement.&lt;/p&gt;

&lt;h2 id=&#34;loading-the-msrd-future-parts&#34;&gt;Loading the MSRD Future parts&lt;/h2&gt;

&lt;p&gt;To load the MSRD Future set you also need to load the MSRD Basics. You
have two options to accomplish this, either you can load the Complete
MSRD - Basics set (including FX and Creatures material) or you can load
the Partial Modern - Basics set and maybe add some of the other Partial
Modern sets to that. To that selection you either add the Complete MSRD
- Future set or only those parts of the MSRD Future section you desire
to use. You should not load a Complete section set and any of the
Partial sets from that very section at the same time because it is
basically loading the same data twice. The partial Future - Basics set
contains almost all classes, feats, and occupations, the partial Future
- Equipment set includes personal gear, starships, and vehicles, the
other names should be self-explanatory.&lt;/p&gt;

&lt;h1 id=&#34;future-basics&#34;&gt;Future - Basics&lt;/h1&gt;

&lt;h2 id=&#34;classes&#34;&gt;Classes&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Astronaut Trainee, Engineer, Explorer, Space Monkey and Tracer&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;All these classes offer the feat Aircraft Operation as one of their
possible Bonus Feats, but limit that feat to the selection of
&lt;em&gt;Spacecraft&lt;/em&gt; if taken as a Bonus Feat. Since PCGen cannot limit this
selection at the time, you will have to make sure to take heed of this
restriction on your own.&lt;/p&gt;

&lt;h2 id=&#34;feats&#34;&gt;Feats&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;PLUS Feats&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The feats &lt;em&gt;Charismatic Plus&lt;/em&gt; , &lt;em&gt;Dedicated Plus&lt;/em&gt; , &lt;em&gt;Fast Plus&lt;/em&gt; , &lt;em&gt;Smart
Plus&lt;/em&gt; , &lt;em&gt;Strong Plus&lt;/em&gt; , and &lt;em&gt;Tough Plus&lt;/em&gt; will grant you a selection of
two additional talents from the given class, but require that you cannot
select more than one talent from a single talent tree. Currently it is
not feasible within &lt;strong&gt;PCGen&lt;/strong&gt; to limit the selection of talents granted
by these feats. It will therefore be necessary for you to make sure to
comply with these limits when making your selection.&lt;/p&gt;

&lt;h1 id=&#34;future-equipment&#34;&gt;Future - Equipment&lt;/h1&gt;

&lt;h2 id=&#34;purchase-dcs&#34;&gt;Purchase DCs&lt;/h2&gt;

&lt;p&gt;For most items the &lt;em&gt;Purchase DC&lt;/em&gt; will be shown in the Cost field, but we
have a problem with the &lt;em&gt;Purchase DC&lt;/em&gt; s of items that get applied to a
piece of equipment (anything that only shows in the window that pops up
when you customize a piece of equipment) if it doesn&amp;rsquo;t add to the base
item&amp;rsquo;s &lt;em&gt;Purchase DC&lt;/em&gt; but calls for an additional &lt;em&gt;Wealth check&lt;/em&gt; . In
these cases the &lt;em&gt;Purchase DC&lt;/em&gt; cannot be added to the base item and will
not show up at all in &lt;strong&gt;PCGen&lt;/strong&gt; . It would have been possible to list
the additional &lt;em&gt;Purchase DCs&lt;/em&gt; in the special properties of the item it
gets applied to, but many of these (especially starships) are already
quite filled with different informations, so we decided against that.
Please look up these &lt;em&gt;Purchase DC&lt;/em&gt; s in the &lt;strong&gt;&lt;em&gt;Future&lt;/em&gt;&lt;/strong&gt; section of the
&lt;strong&gt;MSRD&lt;/strong&gt; .&lt;/p&gt;

&lt;h2 id=&#34;gadgets&#34;&gt;Gadgets&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Alternate Weapon Gadget&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;It is not really possible to code this gadget with the current
limitations of &lt;strong&gt;PCGen&lt;/strong&gt; . You can apply this equipment modifier to a
weapon by creating a custom item, but all it will do is put the name of
the linked alternate weapon into the weapon&amp;rsquo;s special properties. You
still have to buy the alternate weapon (you&amp;rsquo;d have to pay for it anyway)
and equip it as carried. Because there is no real link between the two
weapons, it is currently not possible to have both of them equipped to
the same hand or let them take up 1 space in a container.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Autoloader Module Gadget&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Autoloader Module Gadget is only allowed to be equipped to weapons
that have box magazines or power packs for ammo feed. At this time we
cannot test for the ammo feed of a weapon, you will therefore have to
pay attention to this detail on your own, when applying this gadget.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Booby Trapped Gadget&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;To be eligible to add this gadget to your weapon, you &lt;strong&gt;must&lt;/strong&gt; apply the
&lt;em&gt;Alternate Weapon Gadget&lt;/em&gt; first.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Satellite Datalink Gadget&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This Gadget should be restricted to being applied to &lt;em&gt;gear containing
computerized communications equipment&lt;/em&gt; , but it is currently set up to
allow items that have the types electronic and surveillance applied to
them. While this mostly covers the items of the wanted category, there
are a few items included that don&amp;rsquo;t make much sense for this gadget, so
take heed at what item you add this gadget to.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Storage Compartment Gadget&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;All this gadget will currently do is to show up in the item name. At
this time we cannot change a piece of equipment into a container
afterwards. &lt;strong&gt;You will not gain any functionality from this!&lt;/strong&gt;&lt;/p&gt;

&lt;h2 id=&#34;starships&#34;&gt;Starships&lt;/h2&gt;

&lt;p&gt;You put a starship on the vehicle slot of your character. Only when
applied there, you will see all the bonuses and effects that pertain to
your starship. At the time you equip the starship to the vehicle slot,
you may also get additional equipment granted to your character (e.g.
the starship&amp;rsquo;s weapons). Every piece of starship equipment gained this
way should be equipped to &lt;em&gt;not carried&lt;/em&gt; .&lt;/p&gt;

&lt;h2 id=&#34;starship-weapons&#34;&gt;Starship Weapons&lt;/h2&gt;

&lt;p&gt;To add weapons to a starship you customize said starship and add those
equipment modifiers to it, which provide the wanted weapon. When you
equip your customized starship to the &lt;em&gt;Vehicle&lt;/em&gt; slot of your character,
these equipment modifiers will automatically add the starship weapons to
your character (like personal weapons), but they will be unequipped and
you should equip them to &lt;em&gt;not carried&lt;/em&gt; as location. This will only work
with the existing weapons that come from the sample starships in the
MSRD Future. If you want to have weapons in your starship that were
customized themselves, you can build and add these to your character,
but there is no way to have them show up as part of your starship. As a
workaround, you can hand edit the special properties of your starship
and put in a reference to the weapon there.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Fire-linked Weapons&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;At this time we are not capable of supplying you with an equipment
modifier for &lt;em&gt;fire-linked weapons&lt;/em&gt; , therefore you will not be able to
simply customize a single starship weapon into groups of &lt;em&gt;fire-linked
weapons&lt;/em&gt; . You will therefore be limited to those &lt;em&gt;fire-linked weapons&lt;/em&gt;
that are included in the dataset.&lt;/p&gt;

&lt;h1 id=&#34;future-mecha&#34;&gt;Future - Mecha&lt;/h1&gt;

&lt;h2 id=&#34;purchase-dcs-1&#34;&gt;Purchase DCs&lt;/h2&gt;

&lt;p&gt;The problems about &lt;em&gt;Purchase DC&lt;/em&gt; described under Equipment pertain here
as well. &lt;em&gt;Purchase DC&lt;/em&gt; s of items that get applied to a piece of
equipment or &lt;strong&gt;Mecha&lt;/strong&gt; (anything that only shows in the window that pops
up when you customize a piece of equipment or &lt;strong&gt;Mecha&lt;/strong&gt; ) if it doesn&amp;rsquo;t
add to the base item&amp;rsquo;s &lt;em&gt;Purchase DC&lt;/em&gt; but calls for an additional &lt;em&gt;Wealth
check&lt;/em&gt; cannot be added to the base item and will not show up at all in
&lt;strong&gt;PCGen&lt;/strong&gt; . It would have been possible to list the additional &lt;em&gt;Purchase
DCs&lt;/em&gt; in the special properties of the item or &lt;strong&gt;Mecha&lt;/strong&gt; it gets applied
to, but many of these are already quite filled with different
informations, so we decided against that. Please look up these &lt;em&gt;Purchase
DC&lt;/em&gt; s in the &lt;strong&gt;&lt;em&gt;Future&lt;/em&gt;&lt;/strong&gt; section of the &lt;strong&gt;MSRD&lt;/strong&gt; .&lt;/p&gt;

&lt;h2 id=&#34;equipment-slots&#34;&gt;Equipment Slots&lt;/h2&gt;

&lt;p&gt;Most equipment that gets applied to a &lt;strong&gt;Mecha&lt;/strong&gt; needs to go to a
predetermined equipment slot. With the current &lt;strong&gt;PCGen&lt;/strong&gt; code
limitations it is not possible to do that. You will find the information
which slot a piece of equipment may go to in the special properties, so
you can check the correctness, but there is no way to enforce this. If
you build a custom &lt;strong&gt;Mecha&lt;/strong&gt; , you should do this outside of &lt;strong&gt;PCGen&lt;/strong&gt;
and then customize the basic &lt;strong&gt;Mecha&lt;/strong&gt; entries according to the built up
that you already determined. &lt;strong&gt;PCGen&lt;/strong&gt; is not the proper tool to do that
planning, it will just allow to to record your results.&lt;/p&gt;

&lt;h2 id=&#34;equipping-mecha-weapons&#34;&gt;Equipping Mecha Weapons&lt;/h2&gt;

&lt;p&gt;There are two ways to equip a weapon to a &lt;strong&gt;Mecha&lt;/strong&gt; : &lt;em&gt;hand held&lt;/em&gt; or
&lt;em&gt;built-in&lt;/em&gt; . To equip a weapon &lt;em&gt;hand held&lt;/em&gt; to a &lt;strong&gt;Mecha&lt;/strong&gt; , you just buy
the weapon and equip it to your character. To equip a &lt;em&gt;built-in&lt;/em&gt; weapon
to a &lt;strong&gt;Mecha&lt;/strong&gt; , you need to customize the &lt;strong&gt;Mecha&lt;/strong&gt; and add the
&lt;em&gt;equipment modifier&lt;/em&gt; to it, that corresponds with the chosen weapon. The
&lt;em&gt;equipment modifier&lt;/em&gt; will then add the weapon itself to your character,
which you should equip as &lt;em&gt;not carried&lt;/em&gt; . If you remove the &lt;strong&gt;Mecha&lt;/strong&gt;
from your equipment later, that will not automatically remove the
&lt;strong&gt;Mecha&lt;/strong&gt; weapons as well, so you will be required to remove those
yourself.&lt;/p&gt;

&lt;h2 id=&#34;piloting-a-mecha&#34;&gt;Piloting a Mecha&lt;/h2&gt;

&lt;p&gt;If you look at the rules for &lt;strong&gt;Mecha&lt;/strong&gt; , you will see that these are
more of a hybrid game element, being so constituted that they include
elements from equipment as well as creature templates. To effectively
reproduce this in &lt;strong&gt;PCGen&lt;/strong&gt; , you will have to add not only the chosen
&lt;strong&gt;Mecha&lt;/strong&gt; from the &lt;em&gt;Equipment&lt;/em&gt; tab, but also the &lt;strong&gt;Mecha Pilot&lt;/strong&gt;
template from the &lt;em&gt;Templates&lt;/em&gt; subtab on the &lt;em&gt;Race&lt;/em&gt; tab. Without that
template, the &lt;strong&gt;Mecha&lt;/strong&gt; is not going to work correctly.&lt;/p&gt;

&lt;h2 id=&#34;the-paragon-mecha&#34;&gt;The Paragon Mecha&lt;/h2&gt;

&lt;p&gt;The &lt;em&gt;Paragon&lt;/em&gt; &lt;strong&gt;Mecha&lt;/strong&gt; should be getting the &lt;em&gt;Missile pack for M-87
Talon Missile Launcher (4)&lt;/em&gt; and the &lt;em&gt;Rocket pack for M-70 EMP Rocket
Launcher (6)&lt;/em&gt; twice, but the &lt;em&gt;AUTO:EQUIP&lt;/em&gt; tag doesn&amp;rsquo;t work well with
equipping the same item twice. You need to add the second pieces of
these equipment packs manually.&lt;/p&gt;

&lt;h1 id=&#34;future-robots&#34;&gt;Future - Robots&lt;/h1&gt;

&lt;h2 id=&#34;building-robots&#34;&gt;Building Robots&lt;/h2&gt;

&lt;p&gt;There are two sets of Robot races, one is meant for heroic characters
run by Players, the other is meant for non-heroic characters. The races
4 named &lt;strong&gt;Biodroid (Medium&lt;/strong&gt; and &lt;strong&gt;Small)&lt;/strong&gt; and &lt;strong&gt;Bioreplica (Medium&lt;/strong&gt;
and &lt;strong&gt;Small)&lt;/strong&gt; are Player races and gain feats and skills when PC
classes are gained as normal. The races whose names are formatted
&lt;strong&gt;Robot(Type/Size)&lt;/strong&gt; are all non-heroic, they do not gain feats or skill
points as long as they are advanced in the &lt;strong&gt;Robot&lt;/strong&gt; monster class, if
given levels of an &lt;em&gt;Ordinary&lt;/em&gt; base class they will not gain feats
(unless equipped with a &lt;em&gt;Feat Web&lt;/em&gt; ) but they will gain skill points,
these should be discarded unless the Robot is equipped with a &lt;em&gt;Skill
Web&lt;/em&gt; .&lt;/p&gt;

&lt;h2 id=&#34;purchase-dcs-2&#34;&gt;Purchase DCs&lt;/h2&gt;

&lt;p&gt;The purchase DC for a Robot is calculated and displayed in the special
ability window. The purchase DC for some robotic equipment and
accessories is not shown in the cost field but is instead displayed in
the equipment&amp;rsquo;s special property display. This is because the cost of
many of these items are dependent on the cost of the Robot frame they
are installed on, thus the purchase DC can be calculated but only after
the item is equipped to the robot character. Items with straight
purchase DCs are displayed in the cost field normally.&lt;/p&gt;

&lt;h2 id=&#34;equipment&#34;&gt;Equipment&lt;/h2&gt;

&lt;p&gt;All the Robot equipment is meant only for Robots, the bonuses they have
which provide the functionality are qualified as such and will not
benefit characters who are not Robots.&lt;/p&gt;

&lt;h2 id=&#34;locomotion&#34;&gt;Locomotion&lt;/h2&gt;

&lt;p&gt;All Robots need to have some form of locomotion equipped to them to
provide a movement speed. The speed can be increased by customizing the
locomotion equipment and adding a speed upgrade. The rules say you
cannot upgrade the speed past double its base speed but &lt;strong&gt;PCGen&lt;/strong&gt; cannot
enforce this.&lt;/p&gt;

&lt;h2 id=&#34;manipulators&#34;&gt;Manipulators&lt;/h2&gt;

&lt;p&gt;The Manipulators are size tiny and are meant for Medium-sized Robots. To
get the proper damage for a Robot of another size you will need to
customize the Manipulators for that Robot, they should be 2 size
categories smaller than the Robot they will be installed on.&lt;/p&gt;

&lt;h2 id=&#34;skill-software&#34;&gt;Skill Software&lt;/h2&gt;

&lt;p&gt;The Skill software equipment all needs to be customized before you can
add it to your character. This is so you can select the specific skills
the equipment emulates.&lt;/p&gt;

&lt;h2 id=&#34;feat-software&#34;&gt;Feat Software&lt;/h2&gt;

&lt;p&gt;The Feat software could not be implemented the same way that skill
software was. Each feat has a corresponding Robot Feat Software item
which adds it as a virtual feat when the item is equipped. There are two
sets of items relating to feat software, the actual devices, feat
progit, feat net, and feat web and then there the individual feat
software which grants the virtual feat. The software has no purchase DC
but is assumed to come with the device when purchased. The Weapon
Finesse and Weapon Focus feats are missing, as they couldn&amp;rsquo;t be
implemented that way.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Modern System Reference Document help file</title>
      <link>http://docs.pcgen.com/source/modern/msrd.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/modern/msrd.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: Modern&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;MSRD &amp;gt; COMPLETE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;MSRD Basics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;MSRD Arcana&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;MSRD Future&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;MSRD Menaces&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;MSRD &amp;gt; PARTIAL &amp;gt; BASICS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Modern - Basics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Modern - Creatures&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Modern - FX&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;MSRD &amp;gt; PARTIAL &amp;gt; ARCANA&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Arcana - Basics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Arcana - Creatures&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Arcana - Psionics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;MSRD &amp;gt; PARTIAL &amp;gt; FUTURE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Basics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Cybernetics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Equipment&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Mecha&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Mutations&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Future - Robots&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Modern System Reference Document, or MSRD, contains the core rules
for the Modern d20 role playing game published by Wizards of the Coast
under the Open Gaming License and contains much of the material found in
the core book.&lt;/p&gt;

&lt;h2 id=&#34;loading-the-msrd&#34;&gt;Loading the MSRD&lt;/h2&gt;

&lt;p&gt;To load the MSRD set you always have to load at least the Basics. You
have two options for that: you can load the complete MSRD Basics set,
which contains all the sets from the MSRD &amp;gt; PARTIAL &amp;gt; BASICS
section, or you can load just the partial Modern Basics set from that
section. Other than that you can mix and match the complete section sets
with the partial sets as you like, but you should not load a Complete
section set and any of the Partial sets from that very section at the
same time because it is basically loading the same data twice.&lt;/p&gt;

&lt;h2 id=&#34;general-issues&#34;&gt;General Issues&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Wealth&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Wealth system in the MSRD is not fully implemented within &lt;strong&gt;PCGen&lt;/strong&gt;
, though it is fairly easy to work around the limitations. When adding
the first level of a base class you are prompted to choose the result of
your starting wealth roll which you will need to make manually. This
roll is added to any bonuses granted from your starting occupation
and/or feats which may effect Wealth and that is your Starting Wealth
Score. The starting Wealth Score and Current Wealth Score are displayed
on the Abilities Tab in the Special Abilities window and on the Special
Abilities Block of the OS. Your Current Wealth Score is displayed in the
lower right pane of the Class Tab as well as on the first page of the
OS. Since Wealth is fluid and can change based on circumstances within
the game a Temporary Bonus exists named Wealth Adjustment which allows
you to do exactly that. You will find this in the Temporary Bonus
Sub-Tab of the Inventory Tab under Templates. You can apply a modifier
from 10 to -10, if you need more or there is more than one adjustment to
make you can apply the Wealth Adjustment as many times as is needed.
Wealth Adjustment is applied to the Current Wealth Score and leaves the
Starting Wealth Score untouched.&lt;/p&gt;

&lt;p&gt;Buying stuff. &lt;strong&gt;PCGen&lt;/strong&gt; does not yet support the abstract wealth system
presented in the Modern rules. As a work around we use the COST
attribute to hold the Purchase DC of the item instead of its monetary
value. You should check the box marked &amp;lsquo;Ignore Cost&amp;rsquo;, consult the
Purchase DC of the item and your Current Wealth Score and make your
rolls manually.&lt;/p&gt;

&lt;p&gt;*** Updated 5.9.5&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Action Points&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Action Points are now granted automatically by the class that provides
them. Modification of the Action Points is still done on the &lt;em&gt;Temporary
Bonus Sub-Tab&lt;/em&gt; of the &lt;em&gt;Inventory Tab&lt;/em&gt; . There are now two temporary
modifiers named &lt;strong&gt;Used Action Points&lt;/strong&gt; and &lt;strong&gt;Bonus Action Points&lt;/strong&gt; ,
which can be used to modify a character&amp;rsquo;s Action Points.&lt;/p&gt;

&lt;p&gt;The &lt;strong&gt;Used Action Points&lt;/strong&gt; tracker is to be applied if you spend Action
Points. It records APs as spent and thus reduces the amount of available
ones. The &lt;strong&gt;Bonus Action Points&lt;/strong&gt; tracker can be used, if you should get
Action Points from an unexpected source, like a GM handing out Bonus APs
or some House Rule of yours. Your remaining Action Points will then be
automatically calculated from the difference of gained and spent Action
Points. Both can be applied multiple times.&lt;/p&gt;

&lt;p&gt;*** Updated 5.13.11&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Languages&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Unlike the fantasy game, Modern does not grant bonus languages based on
the characters Intelligence Mod, however up until version 5.13.11 this
rule was erronously implemented. This has been corrected and in addition
there is no longer a pop up selector to choose the charatcers native
language. Instead all characters are granted 1 bonus language which
represents the native language and can be chosen at any time from the
Language, Weapon Prof &amp;amp; SA window.&lt;/p&gt;

&lt;h2 id=&#34;classes&#34;&gt;Classes&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Smart Hero&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Because of limitations with the &lt;strong&gt;PCGen&lt;/strong&gt; code the Smart Hero&amp;rsquo;s
&lt;strong&gt;Linguist&lt;/strong&gt; talent will not appear as a talent choice at first level.
If you want to select it at first level anyway, instead of selecting a
talent, close the &lt;em&gt;Feat Choice&lt;/em&gt; window without making a selection, add
the necessary ranks in the Read/Write Language and Speak Language skills
on the &lt;em&gt;Skills tab&lt;/em&gt; , and select &lt;strong&gt;Linguist&lt;/strong&gt; as one of the feats on the
&lt;em&gt;Feats tab&lt;/em&gt; .&lt;/p&gt;

&lt;h2 id=&#34;equipment&#34;&gt;Equipment&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Firearms and Ammunition&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Ammunition is sold in bundles, the number of which depends on the type.
In &lt;strong&gt;PCGen&lt;/strong&gt; you will find two versions of each ammo, one is a bundle in
which it is sold and one is a single projectile. The two versions are
identical accept for the name, the Buy DC listed is always for the
bundle, you can&amp;rsquo;t buy single bullets. The single projectile version
exists for the convenience of being able to add an exact amount of these
items to the character sheet, they will appear on the sheet with check
boxes handy for tracking spent ammo. You can also load bullets into
firearms in the Equipping Tab and checkboxes will appear under the
firearms listing in the main Equipment Block.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Weapon Accessories&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Some weapon accessories only make sense when attached to a weapon. For
that matter the &lt;em&gt;Illuminator&lt;/em&gt; , &lt;em&gt;Laser Sight&lt;/em&gt; , &lt;em&gt;Standard Scope&lt;/em&gt; ,
&lt;em&gt;Electro-optical Scope&lt;/em&gt; , &lt;em&gt;Speed Loader&lt;/em&gt; , and &lt;em&gt;Suppressor&lt;/em&gt; were not
included as equipment in &lt;strong&gt;PCGen&lt;/strong&gt; , but as equipment modifiers. To use
one of these items you have to select the weapon you want to apply the
item to and customize it. To do so, right-click the weapon and select &amp;ldquo;
&lt;em&gt;Create custom item&lt;/em&gt; &amp;ldquo; in the menu. This will open the &amp;rdquo; &lt;em&gt;Item
Customizer&lt;/em&gt; &amp;ldquo;, where you can select the modifiers you want to attach to
your weapon.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>PCGen Open Gaming Content (OGC)</title>
      <link>http://docs.pcgen.com/source/pcgen-ogc-help.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/pcgen-ogc-help.html</guid>
      <description>

&lt;p&gt;The PCGen team has provided a number of data sets designed to enhance
material provided by publishers. These sets can be found on, and loaded
from, the Advanced tab on the &lt;strong&gt;Select Sources&lt;/strong&gt; dialog, under the
header &amp;ldquo;PCGen OGL&amp;rdquo;. The sets available are described below:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;&lt;a href=&#34;../source/pcgen-ogc-help.html#pcgenogcfantasy&#34;&gt;PCGen OGC Fantasy&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../source/pcgen-ogc-help.html#pcgenogcpsicrystal&#34;&gt;PCGen OGC Psicrystal Hit
Dice&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../source/pcgen-ogc-help.html#pcgenogc80pointbuymethod&#34;&gt;Standard Campaign: 80 Point Buy
Method&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&#34;../source/pcgen-ogc-help.html#pcgenogcrenamer&#34;&gt;PCGen Enhancement
Re-Namer&lt;/a&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;hr /&gt;

&lt;h2 id=&#34;span-id-pcgenogcfantasy-span-pcgen-ogc-fantasy-data-set&#34;&gt;&lt;span id=&#34;pcgenogcfantasy&#34;&gt;&lt;/span&gt; PCGen OGC Fantasy Data Set&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Game Mode: 3e and 35e&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The PCGen Open Gaming Content dataset contains generally useful items
which are detailed below. These items existence may be implied or
extrapolated from other sources but are not specifically detailed. They
are provided here under the terms of the Open Gaming License. For the
moment this list is small but may grow as users suggest additional
useful items, post your suggestions to our &lt;a href=&#34;http://groups.yahoo.com/group/pcgen/&#34;&gt;PCGen Yahoo
group&lt;/a&gt; .&lt;/p&gt;

&lt;h3 id=&#34;equipment&#34;&gt;Equipment&lt;/h3&gt;

&lt;blockquote&gt;
&lt;hr /&gt;

&lt;p&gt;&lt;strong&gt;Equipment Name&lt;/strong&gt;     &lt;strong&gt;Cost&lt;/strong&gt;
  Quiver                 1 sp
  Sheath                 1 sp
  Armor Padding          5 gp
  Cap (Steel)            1 gp
  Helmet (Visored )      5 gp
  Bracers of Armor +9    81000 gp
  Bracers of Armor +10   100000 gp&lt;/p&gt;

&lt;hr /&gt;

&lt;h3 id=&#34;equipment-descriptions&#34;&gt;Equipment Descriptions&lt;/h3&gt;
&lt;/blockquote&gt;

&lt;p&gt;&lt;strong&gt;Quiver:&lt;/strong&gt; A light leather container with a strap made for carrying
arrows or bolts. Groups of 20 bolts or arrows usually come in a quiver.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sheath:&lt;/strong&gt; A simple leather container with a strap made for carrying a
single weapon; it can either be worn on a belt for one-handed type
weapons or across the back for larger two-handed weapons.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Armor Padding:&lt;/strong&gt; This item comes with the purchase of Full Plate
armor.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Cap (Steel):&lt;/strong&gt; This item comes with the purchase of a Chain Shirt.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Helmet (Visored):&lt;/strong&gt; This item comes with the purchase of Full Plate
armor.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Bracers of Armor +9 and +10:&lt;/strong&gt; These items function exactly like other
Bracers of Armor just at a +9 and +10 bonus. They are included here
because the MagicItemsV.rtf document details Bracers from +1 to +8 and
the Epic document details Bracers from +11 and higher. These two fill in
the gap.&lt;/p&gt;

&lt;h3 id=&#34;starting-funds-kits&#34;&gt;Starting Funds Kits&lt;/h3&gt;

&lt;p&gt;These kits will randomly grant an amount of gold, adding it to the
&amp;ldquo;Gold&amp;rdquo; field on the &lt;strong&gt;Gear Tab&lt;/strong&gt; which can then be spent purchasing
equipment. There are several kits corresponding to the typical dice used
for this purpose. The &lt;strong&gt;Starting Gold&lt;/strong&gt; kits can be applied as many
times as you wish and they will continue to add more gold to your PC.&lt;/p&gt;

&lt;p&gt;Starting Funds (1d4 times 10)&lt;/p&gt;

&lt;p&gt;Starting Funds (2d4 times 10)&lt;/p&gt;

&lt;p&gt;Starting Funds (3d4 times 10)&lt;/p&gt;

&lt;p&gt;Starting Funds (4d4 times 10)&lt;/p&gt;

&lt;p&gt;Starting Funds (5d4 times 10)&lt;/p&gt;

&lt;p&gt;Starting Funds (6d4 times 10)&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&#34;span-id-pcgenogcpsicrystal-span-pcgen-ogc-psicrystal-hit-dice-data-set&#34;&gt;&lt;span id=&#34;pcgenogcpsicrystal&#34;&gt;&lt;/span&gt; PCGen OGC - Psicrystal Hit Dice Data Set&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Game Mode: 35e&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The PCGen Open Gaming Content - Psicrystal Hit Dice dataset is designed
to modify Psicrystals in the RSRD Psionics dataset so that they gain hit
dice as the Master progresses in class levels.&lt;/p&gt;

&lt;p&gt;The need for this originates from certain interpretations of the
Psicrystal rules which hold that Psicrystals gain hit dice as the Master
progresses in class levels and by extension also gain feats every 3
levels and stat bumps every 4. The dataset was not coded in this way and
the designers apparently never intended this, however no errata has been
published to refute or clarify this interpretation. This set is provided
for those who wish to play Psicrystals under this interpretation.&lt;/p&gt;

&lt;p&gt;This set must be loaded with the RSRD Psionics set or the RSRD Complete
set (which includes Psionics). When loaded it adds Hit Dice (Monster
Class Levels) equal to the masters Psionic class levels. It also adds a
point to the feat pool at first, third and every three levels after.
Every four levels it grants a 1 point increase to an attribute of the
user&amp;rsquo;s choice.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; An unmodified Psicrystal is granted Alertness as a virtual
feat, this set disables that, Alertness must be purchased with a feat
point if it is desired.&lt;/p&gt;

&lt;h3 id=&#34;additional-feature&#34;&gt;Additional Feature&lt;/h3&gt;

&lt;p&gt;The rules state that a Psicrystal has at least 4 Ranks in Spot, Listen,
Move Silently, and Search even if its Master does not. PCGen cannot
implement this automatically so 4 temporary bonuses can be activated
manually by the user to bring the ranks of these skills up to 4 if the
Master is lacking. They can be found in the Temporary Bonuses sub-tab of
the Inventory Tab under templates. Each starts with the name &amp;ldquo;Psicrystal
Skills&amp;rdquo; and allows you to set the Rank from 1 to 4.&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&#34;span-id-pcgenogc80pointbuymethod-span-standard-campaign-80-point-buy-method&#34;&gt;&lt;span id=&#34;pcgenogc80pointbuymethod&#34;&gt;&lt;/span&gt; Standard Campaign: 80 Point Buy Method&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Game Mode: Default&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The 80 Point Standard Campaign point-buy-method is provided as part of
the default gameMode folder and so is made available if the selected
gameMode doesn&amp;rsquo;t include a Point-Buy Method. The 80 point system assumes
initial stats are set to zero.&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;Stat Value   Point Cost&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;3            -6
  4            -2
  5            1
  6            4
  7            6
  8            8
  9            9
  10           10
  11           11
  12           12
  13           13
  14           15
  15           17
  16           20
  17           23
  18           27&lt;/p&gt;

&lt;hr /&gt;
&lt;/blockquote&gt;

&lt;h2 id=&#34;span-id-pcgenogcrenamer-span-pcgen-enhancement-re-namer&#34;&gt;&lt;span id=&#34;pcgenogcrenamer&#34;&gt;&lt;/span&gt; PCGen Enhancement Re-namer&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Game Mode: 3e, 35e, and Pathfinder&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The PCGen Enhancement Re-namer modifies the Magic Equipment Modifiers so
that at the time of item creation the + is put in front of the item name
instead of behind, i.e. &amp;ldquo;+1 Longsword&amp;rdquo;&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>PCGen Open Gaming Content - Psicrystal Hit Dice</title>
      <link>http://docs.pcgen.com/source/pcgen-ogc-psicrystal-hd.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/pcgen-ogc-psicrystal-hd.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: 35e&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;PCGEN&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;PCGen Open Gaming Content - Psicrystal Hit Dice&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The PCGen Open Gaming Content - Psicrystal Hit Dice dataset is designed
to modify Psicrystals in the RSRD Psionics dataset so that they gain hit
dice as the Master progresses in class levels.&lt;/p&gt;

&lt;p&gt;The need for this originates from certain interpretations of the
Psicrystal rules which hold that Psicrystals gain hit dice as the Master
progresses in class levels and by extension also gain feats every 3
levels and stat bumps every 4. The dataset was not coded in this way and
the designers apparently never intended this, however no errata has been
published to refute or clarify this interpretation. This set is provided
for those who wish to play Psicrystals under this interpretation.&lt;/p&gt;

&lt;p&gt;This set must be loaded with the RSRD Psionics set or the RSRD Complete
set (which includes Psionics). When loaded it adds Hit Dice (Monster
Class Levels) equal to the masters Psionic class levels. It also adds a
point to the feat pool at first, third and every three levels after.
Every four levels it grants a 1 point increase to an attribute of the
users choice.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; An unmodified Psicrystal is granted Alertness as a virtual
feat, this set disables that, Alertness must be purchased with a feat
point if it is desired.&lt;/p&gt;

&lt;h3 id=&#34;additional-feature&#34;&gt;Additional Feature&lt;/h3&gt;

&lt;p&gt;The rules state that a Psicrystal has at least 4 Ranks in Spot, Listen,
Move Silently, and Search even if it&amp;rsquo;s Master does not. PCGen cannot
implement this automatically so 4 temporary bonuses can be activated
manually by the user to bring the ranks of these skills up to 4 if the
Master is lacking. They can be found in the Temporary Bonuses sub-tab of
the Inventory Tab under templates. Each starts with the name &amp;ldquo;Psicrystal
Skills&amp;rdquo; and allows you to set the Rank from 1 to 4.&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Paizo: Rise of the Runelords help file</title>
      <link>http://docs.pcgen.com/source/fantasy/pathfinder.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/fantasy/pathfinder.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: 35e&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;PAIZO PUBLISHING &amp;gt; PATHFINDER CHRONICLES &amp;gt; RISE OF THE RUNELORDS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Paizo - Rise of the Runelords - Chapter 1: Burnt Offerings&lt;/strong&gt;&lt;/p&gt;

&lt;h3 id=&#34;npcs&#34;&gt;NPCs&lt;/h3&gt;

&lt;p&gt;A number of non-player characters from this source can be generated from
kits included in the dataset. Create a new character and click the Add
Kit/Create Monster button, in the list of kits you will find a set of
kits which starts with &amp;ldquo;NPC&amp;rdquo; followed by the name of the character in
parentheses. All the monsters introduced in this book can also be
generated with a Default Monster Kit as well.&lt;/p&gt;

&lt;p&gt;Some characters are unique creations and required custom templates to
grant the abilities specified by the books authors. For example the
character Koruvus is a goblin which has been mutated by the Waters of
Lamashtu which made him medium size and give him the ability to spit
acid among other abilities. To account for this a template was created
named &amp;ldquo;Waters of Lamashtu (Koruvus&amp;rsquo;s Mutation)&amp;rdquo; which if removed will
restore the character to a more normal goblin (which is a possible
outcome in the scenario).&lt;/p&gt;

&lt;p&gt;Not all the NPC&amp;rsquo;s are included because some were created using closed
content and cannot be recreated in PCGen.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Paizo: The Pathfinder Roleplaying Game Character Traits Web Enhancement help file</title>
      <link>http://docs.pcgen.com/source/pathfinder/traits.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/pathfinder/traits.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: Pathfinder_RPG&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;PAIZO PUBLISHING &amp;gt; PATHFINDER ROLEPLAYING GAME&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Paizo - Pathfinder Roleplaying Game Character Traits Web Enhancement&lt;/strong&gt;&lt;/p&gt;

&lt;h3 id=&#34;traits&#34;&gt;Traits&lt;/h3&gt;

&lt;p&gt;This dataset is for a free web enhancement from Paizo which can be
&lt;a href=&#34;http://www.paizo.com/traits&#34;&gt;downloaded here&lt;/a&gt; . It details a number of
optional traits that can be added to a player character at creation.
When this dataset is loaded a new sub-tab under Feats and Abilities will
appear named &amp;ldquo;Traits&amp;rdquo;. Because it is optional and is generally intended
for player characters (and not NPC&amp;rsquo;s and Monsters) the Traits pool is
not automatically active for all characters. To activate the Traits pool
go to the Race tab and click the Templates sub-tab and add the template
named &amp;ldquo;Player Character&amp;rdquo; to your PC. This will add two points to the
Traits pool allowing you to make 2 selections. You can also manually add
and subtract from this pool by changing the number in the field below.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Paizo: The Pathfinder Roleplaying Game help file</title>
      <link>http://docs.pcgen.com/source/pathfinder/rpg.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/pathfinder/rpg.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: Pathfinder_RPG&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;PAIZO PUBLISHING &amp;gt; PATHFINDER ROLEPLAYING GAME&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Paizo - Pathfinder Roleplaying Game Core Rulebook&lt;/strong&gt;&lt;/p&gt;

&lt;h3 id=&#34;specialized-wizard&#34;&gt;Specialized Wizard&lt;/h3&gt;

&lt;p&gt;A wizard can choose to specialize in one school of magic but must select
two other schools as his opposition schools. There are a couple of
aspects of wizard specialization that PCGen does not handle at this
time:&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
 &lt;em&gt;A wizard begins play with a spellbook containing all 0-level wizard
spells (except those from his opposition schools, if any)&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Currently PCGen will add all 0-level spells to a wizard&amp;rsquo;s known spells,
you must manually remove the opposition school spells to comply with
this rule.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
 &lt;em&gt;A wizard who prepares spells from his opposition schools must use two
spell slots of that level to prepare the spell.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Currently PCGen cannot enforce this, you could add the spell twice to
your prepared spells list to represent the two slots.&lt;/p&gt;

&lt;h3 id=&#34;ability-descriptions&#34;&gt;Ability descriptions&lt;/h3&gt;

&lt;p&gt;Paizo has allowed the use of the full text in the descriptions of
abilities. For some abilities this text can be quite long. In order to
provide an option for those who don&amp;rsquo;t want to have the full text filling
up their character sheet we are utilizing a feature that has not been
use previously in the Open Source datasets. The dataset can hold two
versions of the description, a short description, which is usually the
flavor text and an optional long description or benefit text which can
contain the full text of the ability description. To set this option
choose &amp;ldquo; &lt;a href=&#34;../menu/settings/preferences.html&#34;&gt;Preferences&lt;/a&gt; &amp;ldquo; from the
Settings menu. Click on &lt;a href=&#34;../menu/settings/appearance/display.html&#34;&gt;Display Options in the Appearance
tree&lt;/a&gt; and find the &amp;ldquo; &lt;a href=&#34;../menu/settings/appearance/display.html&#34;&gt;Display
Feat Description&lt;/a&gt; &amp;ldquo; option. When
this is checked the short description is output, when it is unchecked
the longer benefit text is displayed if there is such text available. If
there is no benefit text the short description will be used by default.&lt;/p&gt;

&lt;p&gt;For those who wish to have a technical explanation of how this is done
refer to the &lt;a href=&#34;../list/data/ability/benefit.html&#34;&gt;BENEFIT&lt;/a&gt; tag. This tag
allows the data to contain two versions of ability descriptions, the
&lt;a href=&#34;../list/global/other/desc.html&#34;&gt;DESC&lt;/a&gt; generally holds a short version and
&lt;a href=&#34;../list/data/ability/benefit.html&#34;&gt;BENEFIT&lt;/a&gt; holds the longer version.&lt;/p&gt;

&lt;hr /&gt;
</description>
    </item>
    
    <item>
      <title>Paradigm Concepts: Player&#39;s Guide to Arcanis for PCGen help file</title>
      <link>http://docs.pcgen.com/source/fantasy/players-guide-arcanis.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/fantasy/players-guide-arcanis.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: 35e&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;ALPHA DATASETS&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;PCI - Player&amp;rsquo;s Guide to Arcanis&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;span class=&#34;alpha&#34;&gt; Warning &lt;/span&gt;&lt;/strong&gt; : This is a campaign dataset,
in addition to loading data specific to Arcanis this set loads the parts
of the RSRD set used in an Arcanis campaign. You should not load the
RSRD complete set nor should you load the Basics, Advanced or Psionics
Partial sets with the Player&amp;rsquo;s Guide to Arcanis set or you will likely
encounter problems. The Monster, Epic and Divine Partial sets are not
loaded by this set and are probably safe to load in conjunction with the
Player&amp;rsquo;s Guide to Arcanis.&lt;/p&gt;

&lt;h2 id=&#34;character-creation-character-creation-indent1&#34;&gt;&lt;strong&gt;Character Creation&lt;/strong&gt; {#character-creation .indent1}&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Making A Point Buy System in PCGen for playing Living Arcanis.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;If you don&amp;rsquo;t have a point buy method set up yet, do the following:&lt;/p&gt;

&lt;p&gt;1.Go to Settings &amp;ndash;&amp;gt; Preferences on the PCGen menu bar&lt;br /&gt;
 2.On the screen that comes up (Character Stats), make the radio button
for purchase mode is selected.&lt;br /&gt;
 3.Click the &amp;ldquo;Purchase Mode Configuration&amp;hellip;&amp;rdquo; button&lt;br /&gt;
 4.Adjust the &amp;ldquo;Purchase Score Min&amp;rdquo; and &amp;ldquo;Purchase Score Max&amp;rdquo; values using
the + and - buttons to be 8 and 18 respectively.&lt;br /&gt;
 5.Click in each box under the &amp;ldquo;Cost&amp;rdquo; column and adjust each ability
score accordingly (8 should be 0, 9 should be 1, 10 should be 2, etc.
just remember that the cost in each box is cumulative.&lt;br /&gt;
 6.Click the &amp;ldquo;New&amp;rdquo; button.&lt;br /&gt;
 7.Type a name you will remember (I used Living Arcanis) then put 32 in
the &amp;ldquo;points&amp;rdquo; box.&lt;br /&gt;
 8.Click okay.&lt;br /&gt;
 9.Click Okay again&lt;br /&gt;
 10.Close out of the setup dialog box.&lt;/p&gt;

&lt;h3 id=&#34;race .indent1&#34;&gt;&lt;strong&gt;Race&lt;/strong&gt;&lt;/h3&gt;

&lt;p&gt;When you select your race, when you go to do another function, it will
prompt you for several items. If you selected a race with a sub-race
(Dwarf, Elorii, Val) it will prompt you to select your sub-race first,
then your region and sub-region. If you selected a race without
sub-races, you will be prompted for your region and sub-region only.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;A Special Note on Vals&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Your Bloodranks are done through templates. To select your first
bloodrank, go to the Race tab. In the templates sub-tab, select &amp;ldquo;First
Bloodrank&amp;rdquo;. After selecting it, you will be prompted for your bloodline
power selection. If you want to have more bloodranks at the beginning,
select Second Bloodrank, and Third Bloodrank (if you are going that
high). If you are using point buy, just make sure that when you are
buying your attributes, you only spend the appropriate number of points.
(only spend 24 if you are buying a second bloodrank, 20 if you are
buying 3 bloodranks). The program will prompt you to say that you
haven&amp;rsquo;t spent all your points. It will allow you to continue even if you
didn&amp;rsquo;t spend all your attribute points. Be careful, the program will let
you spend more points than you are allowed.&lt;/p&gt;

&lt;h3 id=&#34;deity .indent1&#34;&gt;&lt;strong&gt;Deity&lt;/strong&gt;&lt;/h3&gt;

&lt;p&gt;Make sure you select a Deity before adding any class levels, feats,
skills, etc., whether your class depends on worshipping a specific deity
or not. You never know when a class feature might rely on what deity you
are worshipping or when a class won’t allow you to select it if you do
not worship a specific deity.&lt;/p&gt;

&lt;h3 id=&#34;regions-and-sub-regions .indent1&#34;&gt;Regions and Sub-regions&lt;/h3&gt;

&lt;p&gt;Currently the only regions listed are those from the Player’s Guide.&lt;/p&gt;

&lt;h2 id=&#34;known-issues-known-issues-indent1&#34;&gt;Known Issues {#known-issues .indent1}&lt;/h2&gt;

&lt;h3 id=&#34;classes .indent1&#34;&gt;Classes&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Clerics&lt;/strong&gt;&lt;br /&gt;
 The Clerics of various deities are handled by subclasses. However,
despite attempts to make it so, the program does not limit you to
choosing a particular deity. So be good and choose the correct deity for
the cleric you create.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Cleric of Larissa&lt;/strong&gt;&lt;br /&gt;
 The program will not force you to choose either the Pleasure or
Divination domains. You will have to do that yourself. Making the
program assign one actually assigns them both which causes other issues.
This is something that will hopefully be fixed in future versions of
PCGen.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Holy Judge of Nier&lt;/strong&gt;&lt;br /&gt;
 When you reach 20th level, you will have to adjust the HP manually to
their max level.&lt;br /&gt;
 On the Summary tab, click the HP button and adjust the HP to equal 200
+ (20 x your CON bonus)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Paladin of Sarish&lt;/strong&gt;&lt;br /&gt;
 Sarishan Steel Weapon: You will have to custom make and add the weapon
to your equipment ignoring cost on your own. Be advised, this is only
possible if you have the LARC loaded. Sarishan Steel is not in the
PgtA.&lt;br /&gt;
 To create the custom item, go to the Inventory tab, and the Gear sub
tab. Find the weapon you want. Right click it and choose &amp;ldquo;Create
Custom&amp;rdquo;. Select Sarishan Steel from the options that show up and click
the &amp;ldquo;ADD&amp;rdquo; button. Click okay. Put a check mark in the box in the lower
right corner that says &amp;ldquo;Ignore Cost&amp;rdquo;. Highlight the custom item and
click the &amp;ldquo;&amp;gt;&amp;rdquo; button at the top to move it over to the right hand
panel. Congratulations! You are the proud owner of a Sarishan Steel
weapon.&lt;/p&gt;

&lt;h3 id=&#34;prestige-classes .indent1&#34;&gt;Prestige Classes&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Gladiator&lt;/strong&gt;&lt;br /&gt;
 Andabatae Style: Due to limitations in the program, the Andabatae has
to be it&amp;rsquo;s own class. The rest are subclasses of the Gladiator subclass.
So just make sure you know which one you are going for ahead of time.&lt;/p&gt;

&lt;p&gt;Samnite style: The two Weapon Focus and Specialization feats you gain
from this style are coded in, however, due to a bug in the program, only
the Short Sword Focus and Specialization feat will show up in the
display. But if you print a character sheet, both feats will show on
there and it will be factored into both weapons properly. If you are
using 5.8 or later, this may already be fixed.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Obsidian Sniper&lt;/strong&gt;&lt;br /&gt;
 At 9th level, the program gives you Improved Critical (Shortbow) and
Superior Critical (Shortbow). Enhanced Critical is not an actual feat
and was printed in the PGtA erroneously.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Onaran Templar&lt;/strong&gt;&lt;br /&gt;
 As of right now, the domain spells are not being added to the PCs known
spells automatically. Once you have attained fourth level you will have
to double click on the domain spells to add them to your known spell
list.&lt;br /&gt;
 The War domain is automatically added at 4th level, however, due to a
bug in the PCGen code, the feats from it are not added automatically.
You have to go to the Domains tab and deselect the domain by
highlighting it and pressing the Select button, then reselecting it by
highlighting it and pressing select. This is slated to be fixed for
PCGen 5.8.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Weapon Savant&lt;/strong&gt;&lt;br /&gt;
 When you achieve the second level of the class, you get to finesse all
your weapons. However, if you were to take Weapon Finesse afterwards (or
before) you would get double your Dex bonus. Be good and don’t do this.&lt;/p&gt;

&lt;h3 id=&#34;feats .indent1&#34;&gt;Feats&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Sabbatical&lt;/strong&gt;&lt;br /&gt;
 Due to program limitations, you will have to manually add the Skill
points to use from this feat. Under the Skills tab, type the new
appropriate skill total in the TOTAL SKILL POINTS LEFT box.&lt;/p&gt;

&lt;h3 id=&#34;equipment .indent1&#34;&gt;Equipment&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Lorica, Andrean Plate and Milandisian Cuirass&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Due to inherent limitations in the PCGen code, each of these is two
separate armors. If you are not proficient with the armor, use the
regular version. If you are proficient with it, use the (Proficient)
version. If necessary, change the SELL PERCENTAGE drop down box under
the gear tab to sell back at 100 percent, sell it, then &amp;ldquo;repurchase&amp;rdquo; the
proficient armor. Make sure to remember to set the SELL PERCENTAGE drop
down back to 50 when you are done.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Revised (v.3.5) System Reference Document help file</title>
      <link>http://docs.pcgen.com/source/fantasy/rsrd.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/source/fantasy/rsrd.html</guid>
      <description>

&lt;p&gt;&lt;strong&gt;Game Mode: 35e&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;RSRD &amp;gt; COMPLETE&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;RSRD &amp;gt; PARTIAL&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD Basics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD Advanced&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD Monsters&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD Psionics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD Epic&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD Epic Psionics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD Divine&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;RSRD &amp;gt; CAMPAIGN&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD - Campaign Set - Core Book I&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD - Campaign Set - Core Books I and II&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD - Campaign Set - Core Books I, II and III&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3.5 RSRD - Campaign Set - No Psionics&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The (Revised) System Reference Document, or RSRD, contains the core
rules for the d20 fantasy role playing game published by Wizards of the
Coast under the Open Gaming License and contains much of the material
found in the three core books and the Psionics supplement.&lt;/p&gt;

&lt;h2 id=&#34;loading-the-rsrd&#34;&gt;Loading the RSRD&lt;/h2&gt;

&lt;p&gt;To load the RSRD set you have three options, you can load the 3.5 RSRD
Complete set, you can load the 3.5 RSRD Basics set and any of the other
Partial 3.5 RSRD sets or you can load one (and only one) of the campaign
sets. You should not load the 3.5 RSRD Complete set and any of the
Partial sets or Campaign sets at the same time because it is basically
loading the same data twice. If you load any of the Partial sets keep in
mind that the 3.5 RSRD Basics set is required for any of the other
Partial sets. The Partial sets are designed to allow you to pick and
choose which options you wish to include while the Campaign sets are
designed to facilitate a specific style of play. When using a Campaign
set do not load any other RSRD sets with it.&lt;/p&gt;

&lt;p&gt;The basics set contains objects which are called from more than one of
the other sets for example it includes Monster Classes and Magical
Enhancement Equipment Modifiers, this is to keep things simplified but
it does mean that the Basics set contains material found in other
sections of the RSRD and is not necessarily limited to material found in
the Core Rule Book. This is one reason the Campaign sets were created. A
word of caution: because the Core Book I Campaign set contains only
material found in Core Book I you may experience problems if this is
loaded with a third party dataset which requires objects (such as
Monster Classes and Magical Enhancement Equipment Modifiers) not
included in it.&lt;/p&gt;

&lt;h2 id=&#34;class-features&#34;&gt;Class Features&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Arcane Archer&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Arcane Archer has the ability to enchant any non-magical arrow
notched in his bow. This feature cannot be automatically enabled in
PCGen. To have the effects of this feature activated you must customize
a non-magical arrow with the Arcane Archer Enhancement equipment
modifier. Ammo with this EQMOD applied to it and loaded in a bow will
display the proper bonuses for the Arcane Archers level. A PC with no
levels of Arcane Archer will gain no benefit.&lt;/p&gt;

&lt;h2 id=&#34;domains&#34;&gt;Domains&lt;/h2&gt;

&lt;p&gt;Some Domains grant Casterlevel bonuses to spells of Certain Schools,
Subschools or Descriptors as detailed in the Domains description. These
bonuses are not active by default because of a limitation within PCGen.
Domains are class abilities and the casterlevel bonuses should only
apply to spells granted from the same class granting the Domain. PCGen
cannot limit this and will apply a bonus to any qualifying spell
regardless of what class it comes from. For example if you create a
Cleric/Wizard with the Knowledge Domain it would grant a +1 Casterlevel
bonus to all Divination spells Cleric and Wizard alike. We have provided
a way to activate these bonuses, Under Settings -&amp;gt; Preferences -&amp;gt;
House Rules you will find the rule &amp;ldquo;Apply Casterlevel Bonuses from
Domains to Spells&amp;rdquo;. Checking this box will activate these bonuses. Note
that if your character does not have spells from other classes you will
not be breaking any rules.&lt;/p&gt;

&lt;p&gt;Some Domains grant certain skills as class skills, be aware that these
class skills are applied to the Cleric class only.&lt;/p&gt;

&lt;h2 id=&#34;templates&#34;&gt;Templates&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Awakened Animal&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Awakened Animal template can be applied to any animal on which the
spell Awaken has been cast. All the effects of the spell are implemented
including the random stat adjustments to the Animals Intelligence and
Charisma. However if you remove the template the stats will not revert
back, you will need to manually change them back to where they were. You
will also need to remove the language added by the template and any
skill points spent on skill ranks.&lt;/p&gt;
</description>
    </item>
    
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