Class files are where each class is listed, given it's important information for the correct output and functioning of the class.
This section consists of two major sections: Class Building 101 and the Tag List .
Classes have three types of elements. These consist of the Class and Class Level Lines, the Sub-Class and Sub-Class Level Lines, and the Subsitution Class and Substitution Level Lines.
The Class and Class Level Lines are mandatory for all classes.
The Main Class Line
CLASS:<class name>
tag.
The Class Level Line
A Basic Class Example
CLASS:Rogue . . .
CLASS:Rogue . . .
1 . . .
2 . . .
.
.
.
19 . . .
20 . . .
The Subclass tags were designed to implement the wizard
subclasses and has primary application in such rules mechanisms,
i.e. take the subclass and gain 'spell' related advantages and
disadvantages in comparison to the base class. You pick a subclass
and your characters abilities are changed throughout as defined by
the subclass tags;
SUBCLASS
and
SUBCLASSLEVEL
tags.
The Sub-Class Line
HASSUBCLASS
is no longer
required to create sub-classes.
SUBCLASS:<sub-class name>
tag.
The Sub-Class Level Line
SUBCLASSLEVEL:<level number>
tag.
SPELLLIST
does not work on Class Line if a
subclass or substitution class is present. In these cases, the
SPELLLIST
tag must be placed on each SubClass or
Substitution Class Line (Not the SubClass/Substitution Level
Line).
A Sub-Class Example
CLASS:Wizard . . .
CLASS:Wizard . . . ALLOWBASECLASS:NO
CLASS:Wizard . . .
SUBCLASS:Abjurer <tab> COST:2 <tab> CHOICE:SCHOOL|Abjuration <tab> KNOWNSPELLSFROMSPECIALTY:1
SUBCLASSLEVEL:1 <tab> FEATAUTO:Abjurer Learning Bonus
SUBCLASSLEVEL:10 <tab> SA:Immune to Acid
1 . . .
2 . . .
.
.
.
19 . . .
20 . . .
The Substitution Level tags were added to PCGen to support the
substitution level mechanism used by WotC in their race books.
Substitution levels are used to replace a standard levels, removing
and replacing abilities with a different set without effecting any
previous or subsequent levels. You can have as many substitution
levels as you desire in your set and when your character reaches a
level with a substitution level he/she will be able to select the
substitution level or the standard level as he/she desires.
Substitution levels can be implemented with the inclusion of the
SUBSTITUTIONCLASS
and
SUBSTITUTIONLEVEL
tags.
The Substitution Class Line
HASSUBSTITUTIONLEVEL
is no
longer required to create a substitution level.
SUBSTITUTIONCLASS:<substitution class
name>
tag.
The Substitution Level Line
SUBSTITUTIONLEVEL:<level
number>
tag.
A Substitution Level Example: Part of a Base Class Entry
CLASS:Ranger . . .
CLASS:Ranger . . .
SUBSTITUTIONCLASS:Orc Ranger
SUBSTITUTIONLEVEL:4 <tab> HITDIE:12 <tab> SA:Goblin Slave (Ex)
SUBSTITUTIONLEVEL:10 <tab> HITDIE:12
1 . . .
2 . . .
.
.
.
19 . . .
20 . . .
A Substitution Level Example: A .MODed Class Entry
CLASS:Ranger.MOD
SUBSTITUTIONCLASS:Orc Ranger
SUBSTITUTIONLEVEL:4 <tab> HITDIE:12 <tab> SA:Goblin Slave (Ex)
SUBSTITUTIONLEVEL:10 <tab> HITDIE:12
The tag list is broken down into six parts:
*** DEPRECATED 6.05.01 - use FACT
Tag Name: ABB:x
Variables Used (x): Text
What it does:
This is a 3-5 letter abbreviation of the class name.
Example:
ABB:Rgr
The class abbreviation is "Rgr".
Where it is used:
Class Line.
Tag Name: ATTACKCYCLE:x
Variables Used (x): BAB, RAB, or UAB
What it does:
Example:
ATTACKCYCLE:UAB|3
Grants another attack ever 3 bonus points of BAB from the class to the Unarmed attack cycle.
Where it is used:
Class Line.
Tag Name: CLASS:x
Variables Used (x): Text
What it does:
Example:
CLASS:Ranger
The full class name is "Ranger".
CLASS:Defender.MOD <tab>
TEMPLATE:Maximum Spell Level
Adds the TEMPLATE:Maximum Spell Level to the class "Defender".
CLASS:Rogue.COPY=Rogueless
Copies the Class "Rogue" and renames to "Rogueless".
CLASS:Fighter.FORGET
Removes the Class "Fighter" from the dataset.
Where it is used:
Beginning of Class Line.
Tag Name: CLASSTYPE:x
Variables Used (x): Text (a class type as defined in the game mode).
What it does:
Specifies a class type defined in the game mode that is used to determine CR for creatures with this class.
Example:
CLASSTYPE:PC
The PC class type is used to determine the CR for a creature with this class.
Tag Name: HD:x
Variables Used (x): Number (4, 6, 8, 10, 12. default is 0)
What it does:
This is the Hit Die used to determine hit points at each level gained.
Example:
HD:10
The hit dice per level is 10.
Where it is used:
Class Line.
Tag Name: MAXLEVEL:x
Variables Used (x): Number (Maximum allowed level of this class)
Variables Used (x): NOLIMIT (No upper limit to the number of levels in this class)
What it does:
Example:
MAXLEVEL:10
The maximum class level is 10.
CLASS:Barbarian.MOD <tab>
MAXLEVEL:100
The maximum class level is modified to 100.
CLASS:Barbarian.MOD <tab>
MAXLEVEL:NOLIMIT
Remove the previously specified maximum class level for barbarian.
Where it is used:
Class Line.
Tag Name: STARTSKILLPTS:x
Variables Used (x): Number
What it does:
This is how many skill points a character gains per level.
Formulas can be used as well.
Example:
STARTSKILLPTS:4
Class gets 4 skill points per level, before any modifiers.
STARTSKILLPTS:4+INT
Class gets 4 skill points per level plus the INT Bonus points, before any modifiers.
STARTSKILLPTS:4/CHA
Class gets 4 skill points per level divided by the CHA Bonus points, before any modifiers.
CLASS:Blackguard.MOD <tab>
STARTSKILLPTS:2 <tab> CSKILL:.CLEAR|Handle Animal|Ride
<tab>
CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge
(Religion) |TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot
<tab> CCSKILL:Handle Animal|Ride
Modified Class that changes all of these Tags from their starting values..
Where it is used:
Class Line.
Tag Name: XTRAFEATS:x
Variables Used (x): Number
What it does:
This is used to determine how many extra feats the class will get at first level only.
Example:
XTRAFEATS:1
The class will gets 1 extra feat.
Where it is used:
Class Line.
Tag Name: ADDDOMAINS:x|x
Variables Used (x): Text (Domain Name)
What it does:
Examples:
CLASS:Foo <tab>
ADDDOMAINS:Travel|Sun <tab> SPELLSTAT:CHA <tab>
SPELLTYPE:Arcane
The class gets the Travel and Sun domains as a choice regardless of the deity selected.
ADDDOMAINS:Sun
The class gets the Sun domain as a choice regardless of the deity selected.
ADDDOMAINS:Sun|Law
The class gets the Sun & Law domains as a choice regardless of the deity selected.
ADDDOMAINS:Sun[PREDIETY:Ra]|Law
The class gets to choose between the Sun domain, if the character follows the diety Ra & the Law domain regardless of the deity selected.
Where it is used:
Class Level and Class Level Line.
Deprecated Syntax: Remove for 6.6
ADDDOMAINS:Travel.Sun
Becomes:
ADDDOMAINS:Travel|Sun
Tag Name: BONUS:CASTERLEVEL|x|y
Variables Used (x): Text (Class name)
Variables Used (y): Number (Number to add class level)
What it does:
Example:
BONUS:CASTERLEVEL|Wizard|CL
Sets the Wizard's spell caster level to his class level.
BONUS:CASTERLEVEL|Paladin|CL/2|PRECLASSLEVEL:Paladin=4
Sets the Paladin's spell caster level to half his class level after he reaches level 4.
Where it is used:
Class Level Line.
Tag Name: BONUSSPELLSTAT:x
Variables Used (x): Text (Abbreviated name of stat from statsandchecks.lst or "None")
What it does:
Example:
BONUSSPELLSTAT:STR
The class uses Strength to determine bonus spells.
CLASS:Defender.MOD <tab>
SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab>
SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab>
BONUS:CASTERLEVEL|Defender|TL <tab>
SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Class Line.
Tag Name: CAST:x
Variables Used (x): Number or Formula
What it does:
Example:
CAST:3,3,1
Class can cast 3 0th level spells, 3 1st level spells and 1 2nd level spell.
Example:
DEFINE:CastLvl0|min(6,4+CL) <tab>
CAST:CastLvl0
Sets the cast progression to the value of the
variable
CastLvl0
for 0 level spells.
Where it is used:
Class Level Line.
Variables Used (x): Text
What it does:
The list that the character may follow, it is | (pipe) delimited and defaults to ANY if not present
Examples:
DEITY:Zeus
Class may only have "Zeus" as its Deity.
DEITY:Zeus|Athena
Class may have "Zeus" or "Athena" as its Deity.
Where it is used:
Class Line.
Tag Name: DOMAIN:x|x
Variables Used (x): Text
What it does:
BONUS:DOMAIN|NUMBER|x
.
DOMAIN
tag.
DOMAIN
tags may be used in a class
object, allowing access to some domains without prerequisites and
some with.
Example:s
7 <tab> DOMAIN:Sun
At the seventh level class gets the Sun domain added.
15 <tab> DOMAIN:Sun|Law
At fifteenth level class gets the Sun or law domain added.
11 <tab> DOMAIN:Sun|PREDEITY:Ra
<tab> DOMAIN:Law
At eleventh level class gets the Sun or Law domain added if their deity is "Ra" or only Law if the deity is not "Ra".
Where it is used:
Class and Class Level Line.
Tag Name: ITEMCREATE:x
Variables Used: Number or formula
What it does:
Example:
ITEMCREATE:2
The class level is doubled when calculating potions, scrolls and wands.
CLASS:Paladin ITEMCREATE:CL/3.3
The class level is calculated to the following values at different Character Levels; 1=.3, 2=.6, 3=.9, 4=1.2, 5=1.5, 6=1.8, 7=2.1, 8=2.4, 9=2.7, 10=3.0 when calculating potions, scrolls and wands.
Where it is used:
Class Line.
Tag Name: KNOWN:x
Variables Used (x): Number
What it does:
Example:
KNOWN:6,4,3
The class knows 6 0th level spells, 4 1st level spells and 3 2nd level spells.
Example:
DEFINE:KnownLvl0|min(9,4+(CL/2))
<tab> KNOWN:KnownLvl0
Sets the known progression to the value of the
variable
KnownLvl0
for 0 level spells.
Where it is used:
Class Level Line.
Tag Name: KNOWNSPELLS:x,x|x,x
Variables Used (x): Text (Spell name)
Variables Used (x): TYPE=text (Spell type)
Variables Used (x): LEVEL=Number (Spell level)
Variables Used (x): .CLEARALL
What it does:
.CLEARALL
will clear all spells awarded on Class
or Class Level line 0.
Example:
CLASS:Monkey Mage <tab>
KNOWNSPELLS:Acid Fog
The class knows the spell "Acid Fog" at 6th Level.
CLASS:Monkey Mage <tab>
KNOWNSPELLS:Acid Fog|Alarm
The class knows the spell "Acid Fog" at 6th Level; and "Alarm" at 1st Level.
CLASS:Monkey Mage <tab>
KNOWNSPELLS:LEVEL=3
The class knows all level 3 spells available.
CLASS:Monkey Cleric <tab>
KNOWNSPELLS:TYPE=Divine
The class knows all available divine spells.
CLASS:Monkey Mage <tab>
KNOWNSPELLS:LEVEL=3,TYPE=Arcane
The class Monkey Mage knows all level 3 arcane spells available.
Where it is used:
Class Line Only.
Tag Name: MEMORIZE
Variables Used: YES (Default)
Variables Used: NO
What it does:
Determines if the class is required to memorize spells as a wizard does.
Example:
MEMORIZE:YES
The class memorizes spells as a wizard does.
Where it is used:
Class Line.
Tag Name: PROHIBITED:x,x
Variables Used: Text
What it does:
This is a comma delimited list of spell schools that are prohibited to the class (no spells from that school can be taken).
Example:
PROHIBITED:Divination,Necromancy
The class cannot use Divination or Necromancy.
Where it is used:
Class Line.
Tag Name: PROHIBITSPELL:x
Variables Used (x): ALIGNMENT.Text (Alignment name)
Variables Used (x): DESCRIPTOR.Text (Descriptor name)
Variables Used (x): SCHOOL.Text (School name)
Variables Used (x): SUBSCHOOL.Text (Subschool name)
Variables Used (x): SPELL.Text (Spell name)
What it does:
Example:
PROHIBITSPELL:ALIGNMENT.Evil
Prohibits the character from taking spells with the "Evil" descriptor.
PROHIBITSPELL:ALIGNMENT.Chaotic.Evil
Prohibits the character from taking spells that have both the "Chaotic" and the "Evil" descriptors.
PROHIBITSPELL:DESCRIPTOR.Fear
Prohibits the character from taking spells with the "Fear" descriptor.
PROHIBITSPELL:SCHOOL.Illusion
Prohibits the character from taking spells from the "Illusion" school.
PROHIBITSPELL:SUBSCHOOL.Healing
Prohibits the character from taking spells from the "Healing" subschool.
1 <tab> PROHIBITSPELL:ALIGNMENT.Good|PREALIGN:LE,NE,CE <tab> PROHIBITSPELL:ALIGNMENT.Evil|PREALIGN:LG,NG,CG <tab> PROHIBITSPELL:ALIGNMENT.Lawful|PREALIGN:CG,CN,CE <tab> PROHIBITSPELL:ALIGNMENT.Chaotic|PREALIGN:LG,LN,LE <tab> PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE <tab> PROHIBITSPELL:ALIGNMENT.Evil|PREDEITYALIGN:LG,NG,CG <tab> PROHIBITSPELL:ALIGNMENT.Lawful|PREDEITYALIGN:CG,CN,CE <tab> PROHIBITSPELL:ALIGNMENT.Chaotic|PREDEITYALIGN:LG,LN,LE
Prohibits the character from taking "Good" spells if alignment is LE,NE,CE; taking "evil" spells if alignment is LG,NG,CG; taking "Lawful" spells if alignment is CG,CN,CE; taking "Chaotic" spells if alignment is LG,LN,LE; taking "Good" spells if Deity alignment is LE,NE,CE; taking "evil" spells if Deity alignment is LG,NG,CG; taking "Lawful" spells if Deity alignment is CG,CN,CE; taking "Chaotic" spells if Deity alignment is LG,LN,LE.
PROHIBITSPELL:SPELL.Fireball,Lightning
Bolt
Prohibits the character from taking either "Fireball" or "Lightening Bolt" spells.
Where it is used:
Class Line and Class Level Line.
Tag Name: ROLE:x.x
Variables Used (x): Text (a monster role as defined in the game mode).
What it does:
Specifies the monster role or roles associated with a character class. Used to determine CR for creatures with both racial hit dice and class levels.
Example:
ROLE:Skill
Character levels in this class are key levels for CR calculation purposes for creatures with the Skill role.
ROLE:Combat.Skill
Character levels in this class are key levels for CR calculation purposes for creatures with either the Combat role or the Skill role.
Tag Name: SPELLBOOK:x
Variables Used: YES or NO
What it does:
Means that the class is required to use a spellbook as a wizard does.
Example:
SPELLBOOK:YES
The class uses a spellbook.
CLASS:Defender.MOD <tab>
SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab>
SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab>
BONUS:CASTERLEVEL|Defender|TL <tab>
SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Class Level Line.
Default Value:
NO
Tag Name: SPELLLIST:x|y|y
Variables Used (x): Number (number of choices)
Variables Used (y): Text (Class Name)
Variables Used (y): DOMAIN.Text (Domain Name)
What it does:
SPELLLIST
tag should be included in
the subclass line only.
Example:
CLASS:Faemancer <tab>
SPELLLIST:1|Ranger
The class uses the ranger spell list.
SUBCLASS:Egoist <tab>
SPELLLIST:1|Ranger|Druid
The subclass uses either the ranger or druid spell list.
CLASS:War Mind <tab>
SPELLLIST:2|Ranger|Druid|Barabarian
The class uses 2 of the ranger, Druid or Barbarian spell lists.
CLASS:Blood Witch <tab>
SPELLLIST:1|DOMAIN.Animal
The class uses the Animal Domain spell list.
CLASS:Rogue.COPY=Blood Witch <tab>
SPELLLIST:1|DOMAIN.Animal
Copy class Rogue to Blood Witch useing the Animal Domain spell list.
CLASS:Defender.MOD <tab>
SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab>
SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab>
BONUS:CASTERLEVEL|Defender|TL <tab>
SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Class Line, SubClass line or SubstitutionClass line.
Tag Name: SPELLSTAT:x
Variables Used (x): Text (abbreviated name of stat from statsandchecks.lst)
Variables Used (x): SPELL
Variables Used (x): OTHER
What it does:
SPELLSTAT
tag in the main Class Line.
SPELL
subtag tells PCGen to use the
stat specified in the
SPELLSTAT
tag located in the
class' individual spells.
OTHER
subtag will result in no stat
bonuses being granted.
Examples:
SPELLSTAT:INT
This class/subclass uses Intelligence to determine maximum level of spells.
SPELLSTAT:SPELL
This class/subclass uses the stat specified in
the
STAT:x
tag in the spells the class/subclass
uses.
SPELLSTAT:OTHER
Thia class/subclass does not recieve a stat bonus for spell casting.
CLASS:Defender.MOD <tab>
SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab>
SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab>
BONUS:CASTERLEVEL|Defender|TL <tab>
SPELLLIST:1|Channeler
Modifies the Defender class's spell stat is changed to the intelligence stat.
Where it is used:
Class or Subclass Line.
*** Deprecated 6.05.1 - use FACT
Tag Name: SPELLTYPE:x
Variables Used (x): Text (Spell type)
What it does:
The type of spells the character casts
Example:
SPELLTYPE:Arcane
The class uses arcane spells.
CLASS:Defender.MOD <tab>
SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab>
SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab>
BONUS:CASTERLEVEL|Defender|TL <tab>
SPELLLIST:1|Channeler
Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.
Where it is used:
Class Line.
Tag Name: SPECIALTYKNOWN:x,x,x,x,...
Variables Used (x): Number
What it does:
Adds the numeric value given to the number of specialty school spells that the class can cast per spell level. If not listed, the default value is 0.
Example:
19 <tab>
SPECIALTYKNOWN:1,1,1,1,1,1,1,1,1,1
At 19 level the specialist can prepare one additional Zero thru ninth level spell (of the school selected as a specialty) per spell level each day.
12 <tab>
SPECIALTYKNOWN:1,1,1
At 12 level the Paladin can prepare one third level spell per spell level each day, he already had a first and second.
Where it is used:
Class Level Line.
Tag Name: ALLOWBASECLASS:x
Variables Used (x): Boolean (Default "YES")
What it does:
Examples:
ALLOWBASECLASS:NO
The base class cannot be selected, only subclasses are allowed.
Where it is used:
Class Line
Tag Name: CHOICE:x|y
Variables Used (x): DESCRIPTOR
Variables Used (x): SCHOOL
Variables Used (x): SUBSCHOOL
Variables Used (y): Text (Descriptor, school, or subschool name)
What it does:
Examples:
SUBCLASS:Illusionist <tab>
CHOICE:SCHOOL|Illusion
For an Illusionist.
SUBCLASS:Abjure <tab>
CHOICE:SCHOOL|Abjuration
For an Abjurer.
SUBCLASS:Diviner <tab>
CHOICE:SCHOOL|Divination
For a Diviner.
SUBCLASS:Savant <tab>
CHOICE:SCHOOL|Psychokinesis
For a Psychokinesis.
SUBCLASS:Shaper <tab>
CHOICE:SCHOOL|Illusion.CLEAR
Removes the choice for an Illusionist.
SUBCLASS:Nomad <tab>
CHOICE:SCHOOL|Abjuration.MOD <tab>
CHOICE:SCHOOL|Divination
Replaces the choice for an Abjurer with Diviner.
Where it is used:
Subclass Line.
Tag Name: COST:x
Variables Used (x): Number
What it does:
Indicates the cost (how many prohibited schools must be selected) of this specialty or subclass (0 is default).
Example:
COST:2
The subclass has a cost of 2.
Where it is used:
Subclass Line ( REQUIRED to be on each SUBCLASS line).
Tag Name: KNOWNSPELLSFROMSPECIALTY:x
Variables Used (x): Number (Number of spells)
What it does:
Indicates the number of spells from their specialty this class gets in addition to their regular allotment.
Example:
KNOWNSPELLSFROMSPECIALTY:1
The subclass has 1 spell from their specialty in addition to normal.
Where it is used:
Subclass Line.
Tag Name: PROHIBITCOST:x
Variables Used (x): Integer
What it does:
Determines the redeemed value (against COST) of this school if selected as prohibited. Allows a prohibited cost to be set independently of the cost.
Optional tag. If PROHIBITCOST is not present in the SUBCLASS line the value will default to COST. A value of 0 prevents this school from being prohibited.
Example:
PROHIBITCOST:2
The subclass has a prohibited cost of 2.
Where it is used:
Subclass Line.
Tag Name: SUBCLASS:x
Variables Used (x): Text (name of subclass or specialty)
What it does:
Example:
SUBCLASS:Illusionist
The class has Illusionist as a subclass.
Where it is used:
Subclass Line.
Tag Name: SUBCLASSLEVEL:x
Variables Used (x): Number
What it does:
Example:
SUBCLASSLEVEL:3 <tab>
SA:Angelfire
would add SA:Angelfire at level 3
Where it is used:
Subclass Line.
Tag Name: SUBSTITUTIONCLASS:x
Variables Used (x): Text (name of substitution levels)
What it does:
Example:
SUBSTITUTIONCLASS:Orc Ranger
The class has Orc Ranger substitution levels.
Where it is used:
Substitutionclass Line.
Tag Name: SUBSTITUTIONLEVEL:x
Variables Used (x): Number
What it does:
Example:
SUBSTITUTIONLEVEL:4 <tab> SA:Goblin
Slave (Ex)
would add SA:Goblin Slave (Ex) at level 4 instead of the standard level 4 class abilities.
Where it is used:
Substitutionclass Line.
Tag Name: ADD:CLASSSKILLS|x|y,y
Variables Used (x): Number, Variable or Formula (Number of choices granted. Optional)
Variables Used (y): Text (Name of skill)
Variables Used (y): TYPE=Text (Type of skill)
Variables Used (y): ALL
Variables Used (y): ANY
Variables Used (y): CROSSCLASSSKILLS
Variables Used (y): UNTRAINED
Variables Used (y): TRAINED
Variables Used (y): EXCLUSIVE
Variables Used (y): NONEXCLUSIVE
Variables Used (y): AUTORANK=Number (Number of ranks)
What it does:
ANY
or
ALL
are used, the list of
skills to select from will include all skills.
CROSSCLASSSKILLS
is used, the list of skills to
select from will include all cross-class skills.
UNTRAINED
is used, the list of skills to select
from will include all untrained skills.
TRAINED
is used, the list of skills to select
from will include all trained skills.
EXCLUSIVE
is used, the list of skills to select
from will include all skills exclusive to the associated
class.
NONEXCLUSIVE
is used, the list of skills to
select from will include all skills that are not exclusive to the
assiciated class.
Example:
ADD:CLASSSKILLS|Knowledge
(Reverie)
Add "Knowledge (Reverie)" skill to the character's list of class skills.
ADD:CLASSSKILLS|Knowledge
(nature),Survival,AUTORANK=3
Add "Knowledge (nature)" and "Survival" skills to the character's list of class skills and grant 2 free ranks in each.
ADD:CLASSSKILLS|TYPE=Craft
Add one skill from the list of "Craft" type skills to the character's list of class skills.
ADD:CLASSSKILLS|3|ANY
Add three skills from the full list of skills to the character's list of class skills.
ADD:CLASSSKILLS|3|ALL
Add three skills from the full list of skills to the character's list of class skills.
ADD:CLASSSKILLS|CROSSCLASSSKILLS
Add one skill from the list of cross-class skills to the character's list of class skills.
ADD:CLASSSKILLS|UNTRAINED
Add one skill from the list of skills that can be used untrained to the character's list of class skills.
ADD:CLASSSKILLS|3|TRAINED
Add three skills from the list of skills that require training to the character's list of class skills.
ADD:CLASSSKILLS|2|EXCLUSIVE
Add two skills from the list of exclusive skills to the character's list of class skills.
ADD:CLASSSKILLS|2|NONEXCLUSIVE
Add two skills from the list of non-exclusive skills to the character's list of class skills.
Tag Name: BONUS:SKILLPOOL|NUMBER|x
Variables Used (x): Number, variable or formula (Number to add to skill pool)
What it does:
Examples:
BONUS:SKILLPOOL|NUMBER|1
Adds one skill point to the skill pool.
BONUS:SKILLPOOL|NUMBER|1|PREFEAT:1,Scribe
Scroll
Adds one skill point to the skill pool if the character has the Scribe Scroll Feat.
Where it is used:
Class Line.
Tag Name: DONOTADD:x|x
Variables Used (x): HITDIE
Variables Used (x): SKILLPOINTS
What it does:
Suppresses the hit die and/or skill points for the associated level.
Example:
5 <tab> DONOTADD:HITDIE
The character will not receive an additional hit die when reaching fifth level.
Where it is used:
Class Level Line.
Tag Name: EXCLASS:x
Variables Used (x): Text (Class Name)
What it does:
This is the class to which all current class levels are converted if the class prerequisites are no longer met.
Example:
EXCLASS:Ex Monk
If prerequisites are no longer met, the character becomes an "Ex Monk".
Where it is used:
Class Line.
Tag Name: EXCHANGELEVEL:w|x|y|z
Variables Used (w): Text (Class Name)
Variables Used (x): Number (Class level, minimum level required in donating class)
Variables Used (y): Number (Class level, maximum levels donated from class)
Variables Used (z): Number (Class level, lowest that donation can lower donating class level to)
What it does:
Allows the exchange of levels from the current class to the specified class.
Example:
EXCHANGELEVEL:Ex
Paladin|11|10|1
Up to 10 levels of Ex Paladin can be exchanged as long as there were at least 11 levels of Ex Paladin available.
Where it is used:
Class Line.
Tag Name: HITDIE:x
Variables Used (x): Number (Hit Die size)
Variables Used (x): %+Number (Amount added to Hit Die)
Variables Used (x): %-Number (Amount subtracted from Hit Die)
Variables Used (x): %*Number (Amount Hit Die is multiplied by)
Variables Used (x): %/Number (Amount Hit Die is divided by)
Variables Used (x): %upNumber (Amount Hit Die size is stepped up by)
Variables Used (x): %downNumber (Amount Hit Die size is stepped down by)
Variables Used (x): %HupNumber (Amount Hit Die size is stepped up by)
Variables Used (x): %HdownNumber (Amount Hit Die size is stepped down by)
What it does:
Example:
HITDIE:12
The character now has a Hit Dice of 12.
HITDIE:%+2
Adds 2 to the current Hit Dice size.
HITDIE:%-4
Subtracts 4 from the current Hit Dice size.
HITDIE:%*3
Multiplies the current Hit Dice size by 3.
HITDIE:%/2
Divides the current Hit Dice size by 2.
HITDIE:%up2
Steps up the Hit Dice size by two steps. If the class has a Hit Die of d6 it will be stepped up to d10.
HITDIE:%down1
Steps down the Hit Dice size by one step. If the class has a Hit Die of d6 it will be stepped down to d4.
HITDIE:%Hup4
Steps up the Hit Dice size by four steps. If the class has a Hit Die of d6 it will be stepped up to d20.
HITDIE:%Hdown3
Steps down the Hit Dice size by three step. If the class has a Hit Die of d6 it will be stepped down to d2.
Where it is used:
Class Level Line.
Tag Name: LANGBONUS:x,x
Variables Used (x): Text (Languages)
Variables Used (x): TYPE=Text (Language Type)
Variables Used (x): Text ('Any')
Variables Used (x): .CLEAR
What it does:
This is a comma (,) delimited list of the languages a character can choose from based upon their Intelligence stat.
When using 'Any', no other language designation is necessary.
Examples:
LANGBONUS:Draconic
The class can choose "Draconic" as one of their languages.
LANGBONUS:Draconic,Elven
The class can choose "Draconic" or "Elven" as one of their languages.
LANGBONUS:ALL
The class can choose any language loaded from sources as one of their languages.
LANGBONUS:TYPE=Written
The class can choose any written language as one of their languages.
LANGBONUS:TYPE=Spoken,Draconic
The class can choose any written language or "Draconic" as one of their languages.
LANGBONUS:.CLEAR,Dwarven,Gnomish,Orcish
The class has all bonus languages cleared then can choose "Dwarvish", "Gnomish" or "Orcish" as one of their languages.
Where it is used:
Class Level Line.
Tag Name: w:REPEATLEVEL:x|y|z
Variables Used (w): Number (Class level)
Variables Used (w): SUBCLASSLEVEL:Number (Class level)
Variables Used (w): SUBSTITUTIONLEVEL:Number (Class level)
Variables Used (x): Number (Level interval)
Variables Used (y): SKIP=Number (Number of intervals before skipping one interval, use 0 for no skip, Optional)
Variables Used (z): MAX=Number (Maximum level, Optional)
What it does:
Example:
5:REPEATLEVEL:5 <tab>
ADD:FEAT(ABonusFeat)
Would add at levels 5,10,15,20,... up to the MAXLEVEL defined by class.
1:REPEATLEVEL:1|SKIP=4 <tab>
ADD:FEAT(ABonusFeat)
Would add at levels 1,2,3,4,6,7,8,9,11,12,13,14,... up to the MAXLEVEL defined by class.
2:REPEATLEVEL:2|SKIP=0|MAX=20 <tab>
ADD:FEAT(ABonusFeat)
Would add at levels 2,4,6,8,... up to level 20.
Derecated Syntax:
5 <tab> REPEATLEVEL:5 <tab>
ADD:FEAT(ABonusFeat)
Where it is used:
Class Level Lines, Sub-class Level Lines, Substitution Level Lines.
Tag Name: SKILLLIST:x|y|y
Variables Used (x): Number (Number of choices)
Variables Used (y): Text (Class Name)
What it does:
This is a | (pipe) delimited list of class names that the class can choose from to duplicate class skills.
Examples:
SKILLLIST:1|Ranger
The class can choose from Ranger class skills.
SKILLLIST:1|Ranger|Druid
The class can choose either from Ranger or Druid class skills.
SKILLLIST:2|Ranger|Druid|Barabarian
The class can choose from 2 of Ranger, Druid or Barbarian class skills.
Where it is used:
Class Line.
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Template Name)
What it does:
This is a pipe-delimited (|) list of templates that are granted to the class.
Example:
TEMPLATE:Incorporeal|Undead|Celestial
The class uses the "Incorporeal", "Undead" and "Celestial" templates.
Where it is used:
Class Level Line
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:ADDCOICE
tag as part of a
.MOD
of a class that containes multiple
TEMPLATE:CHOOSE
tags, all instances of the
TEMPLATE:CHOOSE
tag will be modified.
Example:
TEMPLATE:ADDCHOICE:Demihuman|Beast
The class can choose previously defined templates plus the "Demihuman" or "Beast" templates.
Where it is used:
Class Level Line
Tag Name: TEMPLATE:CHOOSE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:CHOOSE
tags can be used in the
same LST object but PCGen's current Data Standard is to include no
more that one in each LST object.
TEMPLATE:CHOOSE
tag is not a gobal tag
it can be used in the
Ability
,
Race
, and
Template
files.
Example:
TEMPLATE:CHOOSE:Celestial|Outsider
The class can choose either the "Celestial" or "Outsider" template.
Where it is used:
Class Level Line
Tag Name: VISIBLE:x
Variables Used (x): Boolean (YES/NO)
What it does:
Example:
VISIBLE:NO
The class is not visible for selection on the Classes and Summary tabs.
Where it is used:
Class Line.
Tag Name: WEAPONBONUS:x|x
Variables Used (x): Text (Weapon Proficiency Name)
Variables Used (x): TYPE.Text (Weapon Type)
What it does:
Example:
WEAPONBONUS:Dagger|Staff|Club|Mace|Sword
(Short)|Shortbow (Composite)
The class can choose from a weapon proficiency from "Dagger", "Staff", "Club", "Mace", "Sword (Short)" or "Shortbow (Composite)".
WEAPONBONUS:TYPE.Simple
The class receives bonus proficiency in any one Simple weapon.
Where it is used:
Class Level Line.
Tag Name: LEVELSPERFEAT:x
Variables Used (x): Number
What it does:
This is the number of levels it takes for a monster to gain a new feat.
Example:
LEVELSPERFEAT:2
The class gets 1 feat per 2 levels.
Where it is used:
Class Line.
Tag Name: MODTOSKILLS:x
Variables Used (x): YES or NO
What it does:
This is either YES or NO for monster types that do not get their Intelligence modifiers for skills they get from gaining hit dice
Example:
MODTOSKILLS:YES
The class gets the intelligence modifier for skills they get for gaining hit dice.
Where it is used:
Class Line.
Default Value:
YES
Tag Name: MONNONSKILLHD:x
Variables Used (x): Number (Number of hit dice)
What it does:
Defines the number of hit dice the monster does not get skill points for. This is normally defined by size, so the tag is normally seen with a PRESIZE requirement.
Example:
MONNONSKILLHD:32|PRESIZEEQ:C
A colossal monster would not get skill points for the first 32 levels/hit dice of this class.
Where it is used:
Class Line.
Tag Name: MONSKILL:x
Variables Used (x): Number or Formula (Skill points per level/hit die)
What it does:
Defines the number of skill points a monster gets per level/hit die of this class. It can be either a formula or a number.
Example:
MONSKILL:6+INT
Each level the monster will receive 6 + int bonus skill points.
Where it is used:
Class Line.
Tag Name: PRERACETYPE:x
Variables Used (x): Text (Race Type)
What it does:
TYPE
and
RACETYPE
tags in the original race file entry,
ignoring any race types aquired outside of the original race file
entry.
Where it is used:
Class Line.
Example:
PRERACETYPE:Animal
This class can only be taken by "Animal" races.