TEMPBONUS (Global: BONUS) - PCGen Documentation

# TEMPBONUS (Global: BONUS)

## Status

New 6.01.01

## Syntax

`TEMPBONUS:x,x|y|z`

## Parameters

- x: PC (Target)
- x: ANYPC (Target)
- x: EQ (Target)
- y: Text (Equipment types)
- z: Text (Bonus subtoken with appropriate syntax and parameters)

## What it Does

- Provides a temporary bonus that can be applied to the applicable target.
- Temporary bonuses are applied to characters/equipment on the Temporary Bonus Tab .
- The temporary bonus includes the following targets:
  - `PC` - The temporary bonus can only be applied to a character that has been ‘granted’ the LST object that contains the `TEMPBONUS` tag.
  - `ANYPC` - The temporary bonus can be applied to any character whether the LST object containing the `TEMPBONUS` tag has been granted to the character or not.
  - `EQ` - The temporary bonus can only be applied to equipment of the type identified by the (y) parameter.
- The equipment type, variable (y), is used only when the target of the bonus is `EQ` , and in this case it is required.
- The bonus subtoken syntax and parameters are as per the appropriate bonus. (See standard `BONUS` tag documentation above.
- As with the standard bonus tags, the `TEMPBONUS` tag can take `TYPE` and `PRExxx` tags.

## Example

`TEMPBONUS:PC|COMBAT|AC|2`

Increases armor class by two for the character granted the LST object containing the `TEMPBONUS` . This is equivalent to `BONUS:COMBAT|AC|2` but is applied as a temporary bonus.

`TEMPBONUS:ANYPC|CHECKS|Fortitude,Reflex|1`

Adds one to “Fortitude” and “Reflex” saves for any character. This is equivalent to `BONUS:CHECKS|Fortitude,Reflex|1` but is applied as a temporary bonus.

`TEMPBONUS:EQ|TwoHanded|WEAPON|DAMAGE|1`

Adds one to the damage done by the two-handed weapon on which the bonus is applied. This is equivalent to `BONUS:WEAPON|DAMAGE|1` but is applied as a temporary bonus.

## Example Conversion from PREAPPLY to TEMPBONUS

`BONUS:COMBAT|AC|2|PREAPPLY:PC` becomes `TEMPBONUS:PC|COMBAT|AC|2`

## Where it is Used

Ability, Class, Feat, Equipment, Skill, Spell and Template objects.

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