Class Files

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.


Class Building 101

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.

Class and Class Level Lines

The Class and Class Level Lines are mandatory for all classes.

The Main Class Line

The Class Level Line

A Basic Class Example

CLASS:Rogue . . .
CLASS:Rogue . . .
1 . . .
2 . . .
.
.
.
19 . . .
20 . . .

Sub-Class and Sub-Class Level Lines

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

The Sub-Class 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 . . .

Substitution Class and Substitution Level Lines

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

The Substitution Level Line

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


Tag List

The tag list is broken down into six parts:


Tags Required for all Classes


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.


*** Updated 5.11.6

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.


*** Updated 5.13.6

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.


*** New 6.1.2

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 creaturw 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.


Spell Casters Tags


*** Updated 5.14.1RC2

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.


*** Added 5.4

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.


*** Added 4.3.1

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.


*** Updated 5.8

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.


Tag Name: DEITY:x

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.


*** Updated 6.3.0

Tag Name: DOMAIN:x|x

Variables Used (x): Text

What it does:

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.


*** Updated 5.8

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.


*** Updated 5.11.4

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:

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.


*** Updated 5.11.6

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.


*** New 6.1.2

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


*** Updated 5.11.4 ***

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:

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:

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.


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.


*** Updated 5.11.4

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.


Sub-Class Tags


*** Updated 5.13.x

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


*** Updated 5.13.x

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.


*** New 5.3.3

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.


*** Added 5.4

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.


*** Added 4.3.1

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.


Substitution Level Tags


*** Added 5.11.0

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.


*** Added 5.11.0

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.


Other Optional Tags


*** Added 5.11.11

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:

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|UNTRIANED

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.


*** Added 5.3.9

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.


*** Added 5.17.x

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.


*** Updated 5.13.6

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.


*** Added 5.13.3

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:

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:

Example:

TEMPLATE:CHOOSE:Celestial|Outsider

The class can choose either the "Celestial" or "Outsider" template.

Where it is used:

Class Level Line


*** Added 4.3.9

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.


*** Updated 5.7.12

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.


Monster Specific Tags


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


*** Added 5.7.9

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.


*** Added 5.7.9

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.


*** Updated 5.9.4

Tag Name: PRERACETYPE:x

Variables Used (x): Text (Race Name)

What it does:

Where it is used:

Class Line.

Example:

PRERACETYPE:Animal

This class can only be taken by "Animal" races.


Valid HTML 4.01 Strict