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

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

&lt;p&gt;New 5.9.7&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;ADDLEVEL: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: Text (Class name)&lt;/li&gt;
&lt;li&gt;y: Number or Formula (Number of levels to add)&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 will add the specified number of levels of the given class
to the character the template is applied to.&lt;/li&gt;
&lt;li&gt;The levels function as normal class levels in all ways except that
they will be removed when the template is removed.&lt;/li&gt;
&lt;li&gt;These levels will be added regardless of whether or not the
character qualifies for the class in question.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;ADDLEVEL&lt;/code&gt; tag, the data included in a new
&lt;code&gt;ADDLEVEL&lt;/code&gt; tag will be included as if it were 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;ADDLEVEL:Animal|6&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds six levels of the Animal class to the character.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Werewolf &amp;lt;tab&amp;gt; ADDLEVEL:Animal|2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Werewolf.MOD &amp;lt;tab&amp;gt; ADDLEVEL:Animal|1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To:
&lt;code&gt;Werewolf &amp;lt;tab&amp;gt; ADDLEVEL:Animal|2 &amp;lt;tab&amp;gt; ADDLEVEL:Animal|1&lt;/code&gt; .&lt;/p&gt;

&lt;p&gt;The werewolf gains three levels in the class &amp;ldquo;Animal&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>BONUSMONSKILLPTS (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/bonusmonskillpts.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/bonusmonskillpts.html</guid>
      <description>

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

&lt;p&gt;New 5.7.7&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:MONSKILLPTS|LOCKNUMBER|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 (Skill points)&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 will override the base skill points for monster HD. This tag will
work retroactively.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;BONUS:MONSKILLPTS|LOCKNUMBER|6&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This template will set 6 as the base skill points for any monster
levels.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>BONUSSKILLPOINTS (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/bonusskillpoints.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/bonusskillpoints.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;BONUSSKILLPOINTS: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 (Number of bonus skill points &amp;gt;0)&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;The numeric value provided will be multiplied by 4 at first level
and granted to the character as the beginning skill points while
subsequent levels will be granted only the numeric value as
additional skill points.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;BONUSSKILLPOINTS&lt;/code&gt; tag, the data included in a new
&lt;code&gt;BONUSSKILLPOINTS&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;BONUSSKILLPOINTS:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Two bonus skill points are given.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Sentient Construct &amp;lt;tab&amp;gt; BONUSSKILLPOINTS:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Sentience Construct.MOD &amp;lt;tab&amp;gt; BONUSSKILLPOINTS:3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Results In: &lt;code&gt;Sentient Construct &amp;lt;tab&amp;gt; BONUSSKILLPOINTS:3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Twelve skill points are granted at first level with three being granted
at all subsequent levels.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CHOOSELANGAUTO (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/chooselangauto.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/chooselangauto.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;CHOOSE:LANGAUTO: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 (Language 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 languages for the character to
choose from that are automatically granted and do not count against
the language limit determined by an ability score/stat.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template with the &lt;code&gt;.MOD&lt;/code&gt; tag,
the data included in this tag will be overwritten by the new
&lt;code&gt;CHOOSE:LANGAUTO&lt;/code&gt; tag if one is included in the modification.&lt;/li&gt;
&lt;/ul&gt;

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

&lt;p&gt;&lt;code&gt;CHOOSE:LANGAUTO:Abyssal|Infernal&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&amp;ldquo;Abyssal&amp;rdquo; &amp;amp; &amp;ldquo;Infernal&amp;rdquo; are granted as bonus languages.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; CHOOSE:LANGAUTO:Abyssal|Infernal&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling.MOD &amp;lt;tab&amp;gt; CHOOSE:LANGAUTO:Ignan|Undercommon&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; CHOOSE:LANGAUTO:Undercommon&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Darklings are allowed to choose either &amp;ldquo;Ignan&amp;rdquo; or &amp;ldquo;Undercommon&amp;rdquo; as an
automatic language.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>CR (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/cr.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/cr.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;CR: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 (Challenge rating adjustment &amp;gt;0)&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 amount the character&amp;rsquo;s challenge rating is increased by
this template.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;CR&lt;/code&gt; tag, the data included in a new &lt;code&gt;CR&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;CR:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s challenge rating is increased by two.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;template name&amp;gt;.MOD &amp;lt;tab&amp;gt; CR:3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s challenge rating is increased by three.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; CR:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling.MOD &amp;lt;tab&amp;gt; CR:3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; CR:3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Darklings have a &amp;ldquo;challenge rating&amp;rdquo; of &amp;ldquo;3&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>FACE (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/face.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/face.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;FACE: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: Number (Space the creature occupies &amp;gt;= 0)&lt;/li&gt;
&lt;li&gt;y: Number (Optional, side space &amp;gt;= 0)&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;Describes how much space the creature takes up.&lt;/li&gt;
&lt;li&gt;If only one number is used it is assumed to represent all sides.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;FACE&lt;/code&gt; tag, the data included in a new &lt;code&gt;FACE&lt;/code&gt; tag
will overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;NOTE: For the SRD (3e), this tag is used for the Face statistic. For 3.5
rules this tag is used for the Space statistic.&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;FACE:5,10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The creature has a face/space of 5 by 10.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FACE:10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The creature has a face/space of 10.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;template name&amp;gt;.MOD &amp;lt;tab&amp;gt; FACE:20&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The creature has a face/space of 20.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; FACE:10,5&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling.MOD &amp;lt;tab&amp;gt; FACE:10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; FACE:10&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Darklings have a &amp;ldquo;face/space&amp;rdquo; of &amp;ldquo;10&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>FAVOREDCLASS (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/favoredclass.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/favoredclass.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;FAVOREDCLASS:x|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: Text (Class name)&lt;/li&gt;
&lt;li&gt;x: ANY&lt;/li&gt;
&lt;li&gt;y: Text (Class or sub-class 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;Determines the Race&amp;rsquo;s favored class.&lt;/li&gt;
&lt;li&gt;Classes with sub-classes must use the (x.y) syntax and must include
the base-class name or the sub-class name.&lt;/li&gt;
&lt;li&gt;More than one class may be included as a pipe-delimited (|) list
with all listed classes identified as &amp;ldquo;Favored&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;Special type &amp;lsquo;ANY&amp;rsquo; will grant the character&amp;rsquo;s highest level class
as Favored.&lt;/li&gt;
&lt;li&gt;When &amp;lsquo;ANY&amp;rsquo; is used no other class is allowed.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;FAVOREDCLASS&lt;/code&gt; tag, the data included in a new
&lt;code&gt;FAVOREDCLASS&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;FAVOREDCLASS:Wizard|Fighter&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s favored classes are &amp;ldquo;Wizard&amp;rdquo;, including any of its
sub-classes, and &amp;ldquo;Fighter&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FAVOREDCLASS:Wizard.Wizard&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s favored class is &amp;ldquo;Wizard&amp;rdquo;, excluding any of its
sub-classes.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;FAVOREDCLASS:Wizard.Illusionist&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s favored class is the &amp;ldquo;Wizard&amp;rdquo; sub-class, the
&amp;ldquo;Illusionist&amp;rdquo;.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;template name&amp;gt;.MOD &amp;lt;tab&amp;gt; FAVOREDCLASS:Wizard.Necromancer&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s favored class is the &amp;ldquo;Wizard&amp;rdquo; sub-class, the
&amp;ldquo;Necromancer&amp;rdquo;.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; FAVOREDCLASS:Sorcerer&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling.MOD &amp;lt;tab&amp;gt; FAVOREDCLASS:Wizard.Necromancer&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To:
&lt;code&gt;Darkling &amp;lt;tab&amp;gt; FAVOREDCLASS:Sorcerer|Wizard.Necromancer&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Darkling&amp;rsquo;s &amp;ldquo;favored class&amp;rdquo; is the &amp;ldquo;Sorcerer&amp;rdquo; and the &amp;ldquo;Wizard&amp;rdquo; sub-class,
the &amp;ldquo;Necromancer&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>GENDERLOCK (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/genderlock.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/genderlock.html</guid>
      <description>

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

&lt;p&gt;Updated 5.11.13&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;GENDERLOCK: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 (Gender)&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;Sets the character&amp;rsquo;s gender and disables the ability to change it.&lt;/li&gt;
&lt;li&gt;Gender values are defined in Game Mode File &amp;gt; Bio Settings &amp;gt;
&lt;a href=&#34;../../list/system/biosettings/sex.html&#34;&gt;SEX&lt;/a&gt; tag.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;GENDERLOCK&lt;/code&gt; tag, the data included in a new
&lt;code&gt;GENDERLOCK&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;GENDERLOCK:Female&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s gender is set to and locked as &amp;ldquo;Female&amp;rdquo;.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Darkling Sorcerer &amp;lt;tab&amp;gt; GENDERLOCK:Female&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling Sorcerer.MOD &amp;lt;tab&amp;gt; GENDERLOCK:Male&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Darkling Sorcerer &amp;lt;tab&amp;gt; GENDERLOCK:Male&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The Darkling Sorcerer&amp;rsquo;s gender is set to &amp;ldquo;Male&amp;rdquo; and the ability to
change it is disabled.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>HANDS (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/hands.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/hands.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;HANDS: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 (Number of Hands &amp;gt;= 0)&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;Determines the number of hands the creature has for purposes of
multiattacks and multidexterity.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;HANDS&lt;/code&gt; tag, the data included in a new &lt;code&gt;HANDS&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;HANDS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The creature has four hands.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Darkling Sorcerer &amp;lt;tab&amp;gt; HANDS:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling Sorcerer.MOD &amp;lt;tab&amp;gt; HANDS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Darkling Sorcerer &amp;lt;tab&amp;gt; HANDS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The Darkling Sorcerer&amp;rsquo;s number of hands is set to &amp;ldquo;4&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>HD (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/hd.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/hd.html</guid>
      <description>

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

&lt;p&gt;Updated 5.11.11&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;HD:x:y: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: Calculation (range or minimum natural Hit Dice)&lt;/li&gt;
&lt;li&gt;y: ANY valid Template or Global Token which can
accept trailing PRE tags can be used&lt;/li&gt;
&lt;li&gt;z: Number or Text (Must be valid for the tag used)&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;The numeric values supplied are a range (1-3) or minimum (4+) hit
dice the character must have before an ability is granted to
the character.&lt;/li&gt;
&lt;li&gt;This is Natural Hit Dice, not character level.&lt;/li&gt;
&lt;li&gt;The ability of these tags have been enhanced so that they can call
any global tag.&lt;/li&gt;
&lt;li&gt;The text may contain the following tags:

&lt;ul&gt;
&lt;li&gt;CR - &lt;a href=&#34;../../list/data/templates/cr.html&#34;&gt;Challenge Rating&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;DR - &lt;a href=&#34;../../list/global/other/dr.html&#34;&gt;Damage Reduction&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;FEAT - &lt;a href=&#34;../../list/data/templates.html#feat&#34;&gt;Feat&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;SA - &lt;a href=&#34;../../list/global/other/sab.html&#34;&gt;Special Ability&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;SR - &lt;a href=&#34;../../list/global/other/sr.html&#34;&gt;Spell Resistance&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Any valid Template or Global Token which can accept trailing PRE
tags can also be used&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;HD&lt;/code&gt; tag, the data included in a new &lt;code&gt;HD&lt;/code&gt; tag will
be included as if it were a separate tag.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;HD:1-3:DR:5/1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants Damage Reduction of 5/+1 if natural hit dice is between one and
three.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HD:1+:SR:15&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants Spell Resistance of 15 if natural hit dice is greater than one.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HD:2-7:CR:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants an increase in Challenge Rating of two if natural hit dice is
between two and seven.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HD:15+:SA:Uncanny Dodge&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants the &amp;ldquo;Uncanny Dodge&amp;rdquo; special ability if natural hit dice is
greater than fifteen.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HD:10+:FEAT:Alertness&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants the &amp;ldquo;Alertness&amp;rdquo; feat if natural hit dice is greater than ten.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Werewolf &amp;lt;tab&amp;gt; HD:1-3:DR:5/1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Werewolf.MOD &amp;lt;tab&amp;gt; HD:2-7:CR:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Werewolf &amp;lt;tab&amp;gt; HD:1-3:DR:5/1 &amp;lt;tab&amp;gt; HD:2-7:CR:2&lt;/code&gt; .&lt;/p&gt;

&lt;p&gt;The werewolf gains Damage Reduction of &amp;ldquo;&lt;sup&gt;5&lt;/sup&gt;&amp;frasl;&lt;sub&gt;1&lt;/sub&gt;&amp;rdquo; if natural hit dice is
between one and three, and is granted an increase in Challenge Rating of
two if natural hit dice is between two and seven.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>HITDIE (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/hitdie.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/hitdie.html</guid>
      <description>

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

&lt;p&gt;Updated 5.13.6&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;HITDIE: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: Number (Hit Die size)&lt;/li&gt;
&lt;li&gt;x: %+Number (Amount added to Hit Die)&lt;/li&gt;
&lt;li&gt;x: %-Number (Amount subtracted from Hit Die)&lt;/li&gt;
&lt;li&gt;x: %*Number (Amount Hit Die is multiplied by)&lt;/li&gt;
&lt;li&gt;x: %/Number (Amount Hit Die is divided by)&lt;/li&gt;
&lt;li&gt;x: %upNumber (Amount Hit Die size is stepped up by)&lt;/li&gt;
&lt;li&gt;x: %downNumber (Amount Hit Die size is stepped
down by)&lt;/li&gt;
&lt;li&gt;x: %Hup (Amount Hit Die size is stepped up by)&lt;/li&gt;
&lt;li&gt;x: %Hdown (Amount Hit Die size is stepped down by)&lt;/li&gt;
&lt;li&gt;y: CLASS=&amp;lt;class name&amp;gt; (Optional, Specific
class the HITDIE will be applied to)&lt;/li&gt;
&lt;li&gt;y: CLASS.TYPE=&amp;lt;class type name&amp;gt; (Optional,
Specific class type the HITDIE will be applied to)&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;Specifies the new Hit Die size granted to the creature by the
template and retroactively recalculates hit points based on the new
Hit Die size.&lt;/li&gt;
&lt;li&gt;The scale used by the functions which raise or lower Hit Die in
steps is defined by the Game Mode &amp;gt; Misc Info File &amp;gt;
&lt;a href=&#34;../../list/system/gamemode-miscinfo/diesizes.html&#34;&gt;DIESIZES&lt;/a&gt;
gameMode tag.&lt;/li&gt;
&lt;li&gt;The scale used in most gameModes is:
1,2,3,MIN=4,6,8,10,MAX=12,20,100,1000&lt;/li&gt;
&lt;li&gt;When using the step up function (%upNumber) or step down function
(%downNumber), the minimum and maximum steps are set by the &lt;code&gt;MIN&lt;/code&gt;
and &lt;code&gt;MAX&lt;/code&gt; parameters in the &lt;code&gt;DIESIZES&lt;/code&gt; tag.&lt;/li&gt;
&lt;li&gt;The step up function (%Hup) and step down functions (%Hdown) will
ignore the &lt;code&gt;MIN&lt;/code&gt; and &lt;code&gt;MAX&lt;/code&gt; settings and use the full range of die
sizes specified by the &lt;code&gt;DIESIZES&lt;/code&gt; tag.&lt;/li&gt;
&lt;li&gt;Regardless of the number specified (x), the new hit die sizw will
never drop below &amp;ldquo;1&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;HITDIE&lt;/code&gt; can be qualified with a Class or Class type in which case
it will only be applied to the matching classes.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;HITDIE&lt;/code&gt; tag, the data included in a new &lt;code&gt;HITDIE&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;HITDIE:12&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character now has a Hit Die size of 12.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%+2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Adds 2 to the current Hit Die size.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%-4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Subtracts 4 from the current Hit Die size.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%*3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Multiplies the current Hit Die size by 3.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%/2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Divides the current Hit Die size by 2.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%up2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps up the Hit Die size by two steps. If the creature has a Hit Die of
d6 it will be stepped up to d10.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%down1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps down the Hit Die size by one step. If the creature has a Hit Die
of d6 it will be stepped down to d4.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%up1|CLASS.TYPE=Monster&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps up the Hit Die size by one step for any Monster class levels the
creature has. If the creature has a Monster class Hit Die of d8 it will
be stepped up to d10.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%Hup4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps up the Hit Die size by four steps. If the class has a Hit Die of
d6 it will be stepped up to d20.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;HITDIE:%Hdown3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Steps down the Hit Die size by three steps. If the class has a Hit Die
of d6 it will be stepped down to d2.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;template name&amp;gt;.MOD &amp;lt;tab&amp;gt; HITDIE:8&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character now has a Hit Die size of 8.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Darkling Sorcerer &amp;lt;tab&amp;gt; HITDIE:6&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling Sorcerer.MOD &amp;lt;tab&amp;gt; HITDIE:8&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Darkling Sorcerer &amp;lt;tab&amp;gt; HITDIE:8&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The Darkling Sorcerer&amp;rsquo;s Hit Die size is now &amp;ldquo;8&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LANGBONUS (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/langbonus.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/langbonus.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;LANGBONUS: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 (Language Name)&lt;/li&gt;
&lt;li&gt;x: TYPE=Text (Language Type)&lt;/li&gt;
&lt;li&gt;x: ALL&lt;/li&gt;
&lt;li&gt;x: .CLEAR&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 comma-delimited (,) list of the languages a character can
choose from based upon their Intelligence Stat.&lt;/li&gt;
&lt;li&gt;When using &amp;lsquo;ALL&amp;rsquo;, no other language designation is necessary.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;LANGBONUS&lt;/code&gt; tag, the data included in a new
&lt;code&gt;LANGBONUS&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;LANGBONUS:TYPE=Spoken,Draconic&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Add all &amp;ldquo;Spoken&amp;rdquo; type languages &amp;amp; &amp;ldquo;Draconic&amp;rdquo; to the list of languages
that can be taken when creating a character.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Space Monkey &amp;lt;tab&amp;gt; LANGBONUS:Simian&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Space Monkey.MOD &amp;lt;tab&amp;gt; LANGBONUS:Martian&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Space Monkey &amp;lt;tab&amp;gt; LANGBONUS:Simian,Martian&lt;/code&gt; .&lt;/p&gt;

&lt;p&gt;The character can choose between the languages &amp;ldquo;Simian&amp;rdquo; and &amp;ldquo;Martian&amp;rdquo; as
bonus languages.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LEGS (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/legs.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/legs.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;LEGS: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 (Number of Legs &amp;gt;=0)&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;Used to determine encumbrance and carrying capacity for
creatures/characters with a nonstandard number of legs. (i.e. more
than/less than 2).&lt;/li&gt;
&lt;li&gt;.MOD Behavior: When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag, given
an existing &lt;code&gt;LEGS&lt;/code&gt; tag, the data included in a new &lt;code&gt;LEGS&lt;/code&gt; tag will
overwrite the existing tag data.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;LEGS:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;A horse has four legs.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEGS:0&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Slime and ooze creatures/characters would have no legs!&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;template name&amp;gt;.MOD &amp;lt;tab&amp;gt; LEGS:8&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The creature has eight legs.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Odin&#39;s Blessing &amp;lt;tab&amp;gt; LEGS:8&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Odin&#39;s Blessing.MOD &amp;lt;tab&amp;gt; LEGS:6&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Odin&#39;s Blessing &amp;lt;tab&amp;gt; LEGS:6&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The recipient of this template now has &amp;ldquo;6&amp;rdquo; legs.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LEVEL (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/level.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/level.html</guid>
      <description>

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

&lt;p&gt;Updated 5.11.11&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;LEVEL:x:y: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: Number (Level at which the benefit is granted)&lt;/li&gt;
&lt;li&gt;y: ANY valid Template or Global Token which can
accept trailing PRE tags can be used&lt;/li&gt;
&lt;li&gt;z: Number or Text (Must be valid for the tag used)&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;Grants the character an ability at the level specified.&lt;/li&gt;
&lt;li&gt;This is the character&amp;rsquo;s total character level.&lt;/li&gt;
&lt;li&gt;The abilities of these tags have been enhanced so that they can call
any global tag.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;The text may contain the following tags:&lt;br /&gt;

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;ABILITY&lt;/code&gt; - &lt;a href=&#34;../../list/global/other/ability.html&#34;&gt;Ability&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;CR&lt;/code&gt; - &lt;a href=&#34;../../list/data/templates/cr.html&#34;&gt;Challenge Rating&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;DR&lt;/code&gt; - &lt;a href=&#34;../../list/global/other/dr.html&#34;&gt;Damage Reduction&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;FEAT&lt;/code&gt; - &lt;a href=&#34;../../list/data/templates.html#feat&#34;&gt;Feat&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;MOVE&lt;/code&gt; - &lt;a href=&#34;../../list/global/other/move.html&#34;&gt;Move&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SAB&lt;/code&gt; - &lt;a href=&#34;../../list/global/other/sab.html&#34;&gt;Special Ability&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;SR&lt;/code&gt; - &lt;a href=&#34;../../list/global/other/sr.html&#34;&gt;Spell Resistance&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Any valid Template or Global Token which can accept trailing PRE
tags can also be used&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;This may appear more than once in a template.&lt;/li&gt;
&lt;li&gt;Feats added by this tag are considered automatic feats and do not
count against a PC&amp;rsquo;s feat pool.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;LEVEL&lt;/code&gt; tag, the data included in a new &lt;code&gt;LEVEL&lt;/code&gt;
tag will be included as if it were a separate tag.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&#34;examples&#34;&gt;Examples&lt;/h2&gt;

&lt;p&gt;&lt;code&gt;LEVEL:1:DR:5/+1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants Damage Reduction of 5/+1 at Level 1.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEVEL:2:SR:15&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants Spell Resistance of 15 at Level 2.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEVEL:3:CR:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants an increase in Challenge Rating of two at Level 3.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEVEL:3:MOVE:Burrow,20&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants an a burrowing rate of 20 at Level 3.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEVEL:4:SAB:Uncanny Dodge&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants the &amp;ldquo;Uncanny Dodge&amp;rdquo; special ability at Level 4.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEVEL:5:FEAT:Alertness&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants the &amp;ldquo;Alertness&amp;rdquo; feat at Level 5.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEVEL:6:FEAT:TYPE.Fighter&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Produces a popup menu at Level 6 from which a PC can choose a fighter
feat.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;LEVEL:6:ABILITY:FEAT|AUTOMATIC|Empower Spell&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Grants the &amp;ldquo;Empower Spell&amp;rdquo; feat as an automatic feat at Level 6.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Werewolf &amp;lt;tab&amp;gt; LEVEL:1:DR:5/1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Werewolf.MOD &amp;lt;tab&amp;gt; LEVEL:2-7:CR:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Werewolf &amp;lt;tab&amp;gt; HD:1:DR:5/1 &amp;lt;tab&amp;gt; HD:2:CR:2&lt;/code&gt; .&lt;/p&gt;

&lt;p&gt;The werewolf gains Damage Reduction of &amp;ldquo;&lt;sup&gt;5&lt;/sup&gt;&amp;frasl;&lt;sub&gt;1&lt;/sub&gt;&amp;rdquo; at Level 1 and is granted
an increase in Challenge Rating of two at Level 2.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>LEVELADJUSTMENT (Data: templates.lst)</title>
      <link>http://docs.pcgen.com/list/data/templates/leveladjustment.html</link>
      <pubDate>Mon, 01 Aug 2016 00:00:00 +0000</pubDate>
      
      <guid>http://docs.pcgen.com/list/data/templates/leveladjustment.html</guid>
      <description>

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

&lt;p&gt;Updated 5.4&lt;/p&gt;

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

&lt;p&gt;&lt;code&gt;LEVELADJUSTMENT: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 or Formula (Level Adjustment)&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;Raises the Effective Character Level (ECL) of the creature by the
number specified by adding the Level Adjustment to the Monster Hit
Dice and/or Character Levels.&lt;/li&gt;
&lt;li&gt;The ECL is factored in when determining how much experience is
needed to raise a character&amp;rsquo;s level. For example, a 1st level
character with a Level adjustment of 3 would need the same amount of
experience to reach 2nd level as a 4th level character with no level
adjustments would need to reach 5th level.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.MOD Behavior:&lt;/strong&gt; When modifying a template, with the &lt;code&gt;.MOD&lt;/code&gt; tag,
given an existing &lt;code&gt;LEVELADJUSTMENT&lt;/code&gt; tag, the data included in a new
&lt;code&gt;LEVELADJUSTMENT&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;LEVELADJUSTMENT:1&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Effective Character Level is raised by one.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;&amp;lt;template name&amp;gt;.MOD &amp;lt;tab&amp;gt; LEVELADJUSTMENT:3&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The character&amp;rsquo;s ECL is raised by three.&lt;/p&gt;

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

&lt;p&gt;Initial Template: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; LEVELADJUSTMENT:2&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Modified By: &lt;code&gt;Darkling.MOD &amp;lt;tab&amp;gt; LEVELADJUSTMENT:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Is Equivalent To: &lt;code&gt;Darkling &amp;lt;tab&amp;gt; LEVELADJUSTMENT:4&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The Darkling&amp;rsquo;s Effective Character Level (ECL) is raised by &amp;ldquo;4&amp;rdquo;.&lt;/p&gt;
</description>
    </item>
    
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