Race Editor: Base Tab - PCGen Documentation

# Race Editor: Base Tab

The Base Tab has everything required to make a simple Race. The remaining tabs are for more advanced Race creation. The Races created will be saved into the data/custom directory under the name of customRaces.lst.

The Race Name is where you will enter the name for your Race.

The Hands is where you will enter the number of hands your race has. It determines the Number of Hands the creature has for purposes of Multi-attack and Multi-dexterity. It is also used in the Inventory, Equipping screen which asks which hand to use the weapon (Shows as Primary Hand, Secondary Hand, Secondary Hand 2, etc.).

The Legs is where you will enter the number of legs for your race has. It is used to determine encumbrance and carrying capacity for creatures/characters with a non-standard amount of legs. (i.e. more than 2).

The Reach is where you will enter the attack range in feet for your race.

The Skill Multiplier is where you will enter the 1 ^st^ level multiplier for determining starting skills for your race. The default is x4. Most Multi-hit die creatures have x1 since adding class levels is done as Multi-Classing

The Bonus Skill Points / Level is where you will enter additional skill points that your race receives with each level increase. This happens before multiplication of the first class level’s skill points.

The Bonus Starting Feats is where you will enter additional feats that your race receives at 1 ^st^ level. These are unrestricted feats.

The CR is where you will enter the starting Challenge Rating of your race. For CR’s less than 1, fractions are used (1⁄2, 1⁄4, 3⁄4).

The Level Adjustment is where you will enter the Effective Character Level (ECL) of the race.

The Size is where you will enter the size class of your race. Size is used in determining TO-HIT, AC, and affects some skills.

The Hit Dice Advancement is where you will enter highest HD the creature can advance to. The last number in the comma delimited list is the highest HD the creature can advance to, through HD advancement. All the numbers preceding the last number each indicate the highest number of HD the creature can have before its size increases by one category. (Example: Assassin Vine: starts out as Large, with 4 HD. 5-16 it is Huge, 17-32 it is Gargantuan, 33+ it is Colossal. 99 HD is the maximum it can ever raise to so it’s HD advancement would be 4,16,32,99)

The Monster Class is where you will enter the advancement type of your race.

The Monster Level is where you will enter the number of Monster Levels the race gets on creation. (Note: This is only used with Default Monsters OFF)

The Number of Hit Dice is where you will enter the number of Automatic Hit Dice the race starts with. (Note: This is used Only with Default Monsters ON)

The Hit Dice Size is where you will enter the Hit Die Size for the Number of Hit Dice. (Note: This is used Only with Default Monsters ON)

The two Type windows, Available and Selected are used to create a list of languages which the Race grants.

- The Add and Remove buttons will move the highlighted language between the 2 windows, as will double clicking on a Type name.
- New Types can be added by manually typing them and then clicking the Add button
- It is important for matching up with Monster HD, and for references to race, such as the Rangers favored Enemy. Currently existing selections from the Monster List include: Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead and Vermin.

The Source field is a text window for listing what source material the Race is from. If it is a custom created Race, then you can leave this blank or simply put in “custom”

The Product Identity checkbox is to denote if the Race’s name being created is the Product Identity of a publisher

The Cancel and Save buttons, which appear on every tab, are used to either cancel the Race creation or save it to the customRaces.lst file.

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