Ability Files

The Ability files are used to identify and implement the individual class/racial abilities that make up each character.


How to Build an Ability

The first field is the Ability Name, this is a required field and does not have a tag.


Ability File Tag Dictionary

This section is broken into three subsections. The first, the Ability File Tags subsection, lists the new ability file tags, the second subsection, Global Ability Tags, and the third subsection, Other Ability Tags, lists the tags located elsewhere in the PCGen documentation.


The Ability File Tags


*** Added 5.11.x

Tag Name: ADDSPELLLEVEL:x

Variables Used (x): Number (Increase in spell slot level)

What it does:

Example:

ADDSPELLLEVEL:2

A spell with this metamagic ability applied to it takes up a slot two levels higher than the normal spell.

.MOD Example:

Initial Ability: CATEGORY=<category name>|<ability name> <tab> ADDSPELLLEVEL:1

Modified By: CATEGORY=<category name>|<ability name> <tab> ADDSPELLLEVEL:2

Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> ADDSPELLLEVEL:2

Modified ability applied to a spell will cause the spell to take up a slot two levels higher than the normal spell.


*** Added 6.1.4

Tag Name: APPLIEDNAME:x

Variables Used (x):Text (An adjective to be prefixed to a spell modified by this ability)

What it does:

This tag is used in metamagic abilities to give an addribute that can modify the spell name./p>

Example:

APPLIEDNAME:Empowered

A spell with this metamagic ability applied to it gets the word "Empowered" prefixed to the spell name.


*** New 5.15.2

Tag Name: ASPECT:x|y|z|z

Variables Used (x): Text (Name of Aspect)

Variables Used (y): Text (Value of Aspect)

Variables Used (z): Number or Formula (Substitution value. Optional.)

What it does:

Example:

ASPECT:Action Type|Standard Action

Identifies the "Action Type" of an action performed as part of the associated ability as a "Standard Action".

ASPECT:Attack Type|Melee weapon

Identifies the "Attack Type" of an attack performed as part of the associated ability as a "Melee weapon" attack.

ASPECT:Target|One creature

Identifies the "Target" of an action performed as part of the associated ability as "One creature".

ASPECT:Attack|Strength vs. AC

Identifies an "Attack" performed as part of the associated ability as "Strength vs. AC".

ASPECT:Attack Type|Ranged %1|PowerRange

Identifies the "Attack Type" of an attack performed as part of the associated ability as a "Ranged" attack with a range equivalent to the "PowerRange" variable.

ASPECT:Effect|Double damage to %CHOICE creatures

Identifies the "Effect" of an action performed as part of the associated ability as "Double damage" to the creature chosen by the associated chooser.

ASPECT:Target|One creature <tab> ASPECT:Target|Two creatures|PREPCLEVEL:MIN=7,MAX=12 <tab> ASPECT:Target|Three creatures|PREPCLEVEL:MIN=13

Identifies the "Target" of an action performed as part of the associated ability as "One creature" for characters that are level 1-6, "Two creatures"' for characters level 7-12, and "'Three creatures" for characters level 13 or greater.

.MOD Example (Overwrite):

Initial Ability: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A2

Modified By: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A3

Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A3

.MOD Example (Include Separately):

Initial Ability: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A2

Modified By: CATEGORY=<category name>|<ability name> <tab> ASPECT:B1|B2

Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> ASPECT:A1|A2 <tab> ASPECT:B1|B2


*** Updated 6.01.3

Tag Name: BENEFIT:x

Variables Used (x): Text (benefit text)

Variables Used (x): .CLEAR

Variables Used (x): .CLEAR.text (regular expression)

What it does:

Example:

BENEFIT:This is sample text for the example purposes

Adds ability benefit.

BENEFIT:Kick Butt (level 3)|PRELEVEL:3

Adds ability description only if the PC is level 3 or higher.

BENEFIT:Assembly ~ 1 table|PREVAREQ:AssemblyTables,1
BENEFIT:Assembly ~ %1 tables|AssemblyTables|PREVARGTEQ:AssemblyTables,2

Adds an ability description which is dependent upon the value of the variable AssemblyTables.

BENEFIT:You get a +2 bonus on all %1 saving throws|%CHOICE

Adds ability description and replaces %1 with the first choice made.

BENEFIT:You get a +3 bonus on all checks involving %1|%LIST.

Adds ability description, replacing %LIST with all choices made.

BENEFIT:%3 Sneak Attacks per day for +%1d%2 damage|SneakAttack|SneakAttackDie|SneakAttackTimes

Adds ability description, substituting the variables from the positions specified.

Advanced Combat Martial Arts.MOD <tab> BENEFIT:.CLEAR <tab> BENEFIT:When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage

Changes the ability description, substituting the specified text.

.MOD Example (Include Separately):

Initial Ability: CATEGORY=<category name>|<ability name> <tab> BENEFIT:Initial benefit text.

Modified By: CATEGORY=<category name>|<ability name> <tab> BENEFIT:New benefit text.

Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> BENEFIT:Initial benefit text. <tab> BENEFIT:New benefit text.

The output will show the following: "Initial benefit text. New benefit text."


*** Updated 5.13.6

Tag Name: CATEGORY:x

Variables Used (x): Text (Ability category)

What it does:

This is the Ability Category that the ability belongs to. The ability category is a broad group of abilities, defined in the game mode. An ability's key name need only be unique within its category.

Examples:

CATEGORY:SpecialAttack

This ability is part of the "SpecialAttack" ability category.

CATEGORY:Feat

This ability is part of the "Feat" ability category, which is a special case of abilities that can be selected as feats.

CATEGORY=Talent|Uncanny Dodge II.MOD <tab> PRE:.CLEAR

This ability is part of the "Talent" ability category, which is aimed at the feat of "Uncanny Dodge II" so that it can be modified by removing the PRExxx.


*** Added 5.11.x

Tag Name: COST:x

Variables Used (x): Number (ability point cost)

What it does:

Example:

COST:1

Ability costs one ability point.

COST:.5

Ability costs half a ability point.

Default Value:

1

.MOD Example:

Initial Ability: CATEGORY=<category name>|<ability name> <tab> COST:2

Modified By: CATEGORY=<category name>|<ability name> <tab> COST:1

Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> COST:1

Ability costs one ability point.


*** Added 5.11.x

Tag Name: MULT:x

Variables Used (x): Boolean ('YES' or 'NO')

What it does:

Example:

MULT:YES

This Ability can be taken multiple times.

Default Value:

NO

.MOD Example:

Initial Ability: CATEGORY=<category name>|<ability name> <tab> MULT:YES

Modified By: CATEGORY=<category name>|<ability name> <tab> MULT:NO

Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> MULT:NO

Modified ability cannot be taken multiple times.


*** Added 5.11.x

Tag Name: STACK:x

Variables Used (x): Boolean ('YES' or 'NO')

What it does:

Example:

STACK:YES

The benefits for this ability stack with itself if taken multiple times.

Default Value:

NO

.MOD Example:

Initial Ability: CATEGORY=<category name>|<ability name> <tab> STACK:YES

Modified By: CATEGORY=<category name>|<ability name> <tab> STACK:NO

Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> STACK:NO

The benefits for the modified ability will not stack with itself if taken multiple times.


*** Updated 5.17.x

Tag Name: TEMPLATE:x|x

Variables Used (x): Text (Template Name)

What it does:

Example:

TEMPLATE:Incorporeal|Undead|Celestial

The ability applies the "Incorporeal", "Undead" and "Celestial" templates.


Tag Name: TEMPLATE:ADDCHOICE:x|x

Variables Used (x): Text (Template Name)

What it does:

Example:

TEMPLATE:ADDCHOICE:Demihuman|Beast

The ability can choose previously defined templates plus the "Demihuman" or "Beast" templates.


Tag Name: TEMPLATE:CHOOSE:x|x

Variables Used (x): Text (Template Name)

What it does:

Example:

TEMPLATE:CHOOSE:Celestial|Outsider

The ability allows the selection of either the "Celestial" or "Outsider" template.


*** Added 5.11.x

Tag Name: VISIBLE:x

Variables Used (x): YES (Default)

Variables Used (x): NO

Variables Used (x): DISPLAY

Variables Used (x): EXPORT

What it does:

Example:

VISIBLE:YES

Shows the ability name in PCGen and on the Output sheet.

.MOD Example:

Initial Ability: CATEGORY=<category name>|<ability name> <tab> VISIBLEE:YES

Modified By: CATEGORY=<category name>|<ability name> <tab> VISIBLE:DISPLAY

Is Equivalent To: CATEGORY=<category name>|<ability name> <tab> VISIBLE:DISPLAY

Modified ability will appear in the GUI but will not appear on the output sheet.


Global Ability Tags


Other Ability Tags

These are not true global tags as the tags in the previous section are. Though they occur in other files, they have an impact on abilities and are being included here to make them easier to locate and understand.


Game Mode Misc Info and AbilityCategory Files


Game Mode - Stats and Checks File


Bonus Ability Tags


Starting Kit Tags


PCC Ability Tags


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