Race Files

The "Name" of the race must be the first field on each line, the remaining tags may be of any order.

Boar (Wild Pig)

The race named "Boar (Wild Pig)" is to be created.

Bugbear.COPY=Bugbear (Shadowkind)

Copies the race named "Bugbear" to a new race called "Bugbear (Shadowkind)".

Shark (Huge).MOD

The race named "Shark (Huge)" is to be modified.

If you want to get rid of racex in your campaign, better put racex. FORGET in one of your RACE files. That will remove racex from your campaign. In fact you won't even be able to use the name racex for a new race in your campaign. If you want to do so later you will need to use the .MOD tag.

Shark (Huge).FORGET

The race named "Shark (Huge)" is to be forgotten.


Race File Tag Dictionary


Tag Name: CHOOSE:LANGAUTO:x|x

Variables Used (x): Text (Language name)

What it does:

This is a | (pipe) delimited choice of Automatic Languages that do not count against the limit determined by a Stat.

Example:

CHOOSE:LANGAUTO:Abyssal|Infernal

May choose between "Abyssal" or "Infernal" as a race language.


Tag Name: CR:x

Variables Used (x): Number (Challenge rating)

What it does:

Note: CR's using fractions must start with a "1/". Expressions such as CR:3/4 or CR:0.5 will not work.

Example:

CR:1/4

Race is rated at a quarter challenge rating.

.MOD Example:

Initial Race: Boar <tab> CR:2

Modified By: Boar.MOD <tab> CR:3

Results In: Boar <tab> CR:3

The Boar's CR is set to 3.


*** New 6.1.2

Tag Name: CRMOD:x.x|y

Variables Used (x): Text (a class type as defined in the game mode).

Variables Used (y): Formula (a standard PCGen LST formula).

What it does:

Overrule the CRMODs from the game mode for creatures of the race. The CRMOD is set to the value of y for all class types specified as x

Example:

CRMOD:PC.NPC|0

In the Pathfinder RPG, a drow noble's CR is always equal to his character level.

CRMOD:NPC|-3

In the Pathfinder RPG, the CR of a kobold with only NPC classes is equal to his character level minus 3.


Tag Name: FACE:x,y

Variables Used (x): Number (Space the creature occupies)

Variables Used (y): Number (Optional, side space)

What it does:

Example:

FACE:5,10

The race has a face of 5 by 10.

FACE:10

The race has a face of 10.

.MOD Example:

Initial Race: <race name> <tab> FACE:10

Modified By: <race name>.MOD <tab> FACE:5,10

Is Equivalent To: <race name> <tab> FACE:5,10

The race now has a face of 5 by 10.


*** Updated 5.15.8

Tag Name: FAVCLASS:x|x.y

Variables Used (x): Text (Base class name)

Variables Used (x): ANY

Variables Used (y): Text (Base class or sub-class name)

What it does:

Example:

FAVCLASS:Wizard|Fighter

The character's favored classes are "Wizard" (including any sub-class of wizard) and "Fighter".

FAVCLASS:Wizard.Wizard

Race's favored class is "Wizard" (excluding any sub-class of wizard).

FAVCLASS:Wizard.Illusionist

Race's favored class is the "Wizard" sub-class, the "Illusionist".

.MOD Example:

Initial Race: <race name> <tab> FAVCLASS:Wizard|Fighter

Modified By: <race name>.MOD <tab> FAVCLASS:Wizard.Illusionist

Is Equivalent To: <race name> <tab> FAVCLASS:Wizard.Illusionist

Race's favored class is changed to "Wizard" sub-class, the "Illusionist".


*** Updated 5.15.8

Tag Name: FAVCLASS:CHOOSE:x|x.y

Variables Used (x): Text (Base class name)

Variables Used (x): ANY

Variables Used (y): Text (Base class or sub-class name)

What it does:

Example:

FAVCLASS:CHOOSE:Wizard

Race may select any sub-class of "Wizard" as the favored class.

FAVCLASS:CHOOSE:Rogue|Wizard.Illusionist

Race may select either "Rogue" or "Wizard" sub-class, "Illusionist", as the favored class.

FAVCLASS:CHOOSE:Wizard

Race may select the "Wizard" base class or any of its sub-classes as the favored class.


FEAT

*** Updated 5.17.4

Tag Name: FEAT:x|x

Variables Used (x): Text (Feat name)

What it does:

Example:

FEAT:Blind Fight|Alertness

Race gets "Blind-Fight" and "Alertness" as bonus feats.

CHOOSE:WEAPONPROFS|LIST <tab> FEAT:Weapon Focus (%LIST)

The feat "Weapon Focus" is granted as an automatic feat with the weapon chosen with the CHOOSE tag.

.MOD Example:

Initial Race: Darkling <tab> FEAT:Blind Fight|Alertness

Modified By: Darkling.MOD <tab> FEAT:Blind Fight|Combat Reflexes

Is Equivalent To: Darkling <tab> FEAT:Blind Fight|Combat Reflexes

Race gets the "Blind-Fight" and "Combat Reflexes" feats as bonus feats.


Tag Name: HANDS:x

Variables Used (x): Number (Number of Hands)

What it does:

Example:

HANDS:4

Race has four hands.

.MOD Example:

Initial Race: <race name> <tab> HANDS:2

Modified By: <race name>.MOD <tab> HANDS:4

Is Equivalent To: <race name> <tab> HANDS:4

Race now has four hands.


Tag Name: HITDICEADVANCEMENT:x,x

Variables Used (x): Number (Hit Dice)

What it does:

Examples:

HITDICEADVANCEMENT:4,6,8

Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is Medium. 8 Hit Dice is the maximum it can ever raise to.

HITDICEADVANCEMENT:4,16,32,*

Assassin Vine: starts out as Large, with 4 HD. 5-16 it is Huge, 17-32 it is Gargantuan, 33+ it is Colossal. There is no limit to the creature's hit dice.

HITDICEADVANCEMENT:4,6,*

Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is Medium. There is no limit to the creature's hit dice.

.MOD Example:

Initial Race: <race name> <tab> HITDICEADVANCEMENT:4,6,8

Modified By: <race name>.MOD <tab> HITDICEADVANCEMENT:4,6,*

Is Equivalent To: <race name> <tab> HITDICEADVANCEMENT:4,6,*

Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is Medium. The race no longer has a limit to the creature's hit dice.


*** Updated 5.13.6

Tag Name: HITDIE:x|y

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): %Hup (Amount Hit Die size is stepped up by)

Variables Used (x): %Hdown (Amount Hit Die size is stepped down by)

Variables Used (y): CLASS=<class name> (Optional, Specific class the HITDIE will be applied to)

Variables Used (y): CLASS.TYPE=<class type name> (Optional, Specific class type the HITDIE will be applied to)

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 creature 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 creature has a Hit Die of d6 it will be stepped down to d4.

HITDIE:%up1|CLASS.TYPE=Monster

Steps up the Hit Dice 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.

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 steps. If the class has a Hit Die of d6 it will be stepped down to d2.

.MOD Example:

Initial Race: <race name> <tab> HITDIE:12

Modified By: <race name>.MOD <tab> HITDIE:%/2

Is Equivalent To: <race name> <tab> HITDIE:%/2

The creature's new hitdie size is a divided by 2.


Tag Name: LANGBONUS:x,x

Variables Used (x): Text (Language Name)

Variables Used (x): TYPE=Text (Language Type)

Variables Used (x): ALL

Variables Used (x): .CLEAR

What it does:

Example:

LANGBONUS:Dwarven,Elven,Gnome,Goblin,Orc

Race can choose starting languages from "Dwarven", "Elven", "Gnome", "Goblin" or "Orc".

Hobgoblin.MOD <tab> LANGAUTO:Gadohig <tab> LANGBONUS:.CLEAR <tab> LANGBONUS:Aeylamdyarian,Calisian,Desolati,Galkarnic,Homish,Launhymian

Race can choose starting languages from "Aeylamdyarian", "Calisian", "Desolati", "Galkarnic" or "Homish", or "Launhymian", in addition to the Autoknown "Gadohig".

LANGBONUS:Old Dwarven,Orcish,TYPE=ClanDialect,Trader's Tongue

Race can choose starting languages from "Old Dwarven", "Orcish", any type of "ClanDialect", or "Trader's Tongue".

.MOD Example:

Initial Race: Space Monkey <tab> LANGBONUS:Simian

Modified By: Space Monkey.MOD <tab> LANGBONUS:Martian

Is Equivalent To: Space Monkey <tab> LANGBONUS:Simian,Martian .

The character can choose between the languages "Simian" and "Martian" as bonus languages.


Tag Name: LEGS:x

Variables Used (x): Number (Number of Legs)

What it does:

Examples:

LEGS:4

A horse has 4 legs.

LEGS:0

Slime and ooze creatures/characters would have no legs!

.MOD Example:

Initial Race: <race name> <tab> LEGS:2

Modified By: <race name>.MOD <tab> LEGS:4

Is Equivalent To: <race name> <tab> LEGS:4

The race now has 4 legs.


*** Updated 5.11.13

Tag Name: LEVELADJUSTMENT:x

Variables Used (x): Number or Formula (Level Adjustment)

What it does:

Example:

LEVELADJUSTMENT:1

Effective Character Level is raised by one.

Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2

This modification of the race Bugbear, changes all of the indicated tags.

.MOD Example:

Initial Race: <race name> <tab> LEVELADJUSTMENT:1

Modified By: <race name>.MOD <tab> LEVELADJUSTMENT:2

Is Equivalent To: <race name> <tab> LEVELADJUSTMENT:2

Effective Character Level is now raised by two.


*** New 5.4

Tag Name: MONCCSKILL:x|x

Variables Used (x): Text (Skill Name)

Variables Used (x): TYPE.Text (Skill Type)

What it does:

Examples:

MONCCSKILL:Alchemy|Wilderness Lore

The "Alchemy" and "Wilderness Lore" skills are made monster cross class skills.

MONCCSKILL:Alchemy|TYPE.Knowledge

The "Alchemy" and "Knowledge" type skills are made monster cross class skills.

.MOD Example:

Initial Race: Ooze Monkey <tab> MONCCSKILL:Alchemy|Wilderness Lore

Modified By: Ooze Monkey.MOD <tab> MONCCSKILL:Acrobatics|Stealth

Is Equivalent To: Ooze Monkey <tab> MONCCSKILL:Acrobatics|Alchemy|Stealth|Wilderness Lore .

The "Acrobatics", "Alchemy", "Stealth", and "Wilderness Lore" skills are made monster cross class skills.


*** New 5.4

Tag Name: MONCSKILL:x|x

Variables Used (x): Text (Skill Name)

Variables Used (x): TYPE.Text (Skill Type)

What it does:

Examples:

MONCSKILL:Alchemy|Wilderness Lore

The "Alchemy" and "Wilderness Lore" skills are made monster class skills.

MONCSKILL:Alchemy|TYPE.Knowledge

The "Alchemy" and "Knowledge" type skills are made monster class skills.

.MOD Example:

Initial Race: Ooze Monkey <tab> MONCSKILL:Alchemy|Wilderness Lore

Modified By: Ooze Monkey.MOD <tab> MONCSKILL:Acrobatics|Stealth

Is Equivalent To: Ooze Monkey <tab> MONCSKILL:Acrobatics|Alchemy|Stealth|Wilderness Lore .

The "Acrobatics", "Alchemy", "Stealth", and "Wilderness Lore" skills are made monster class skills.


Tag Name: MONSTERCLASS:x:y

Variables Used (x): Text (Monster Class Name)

Variables Used (y): Number (Starting Level)

What it does:

Example:

MONSTERCLASS:Outsider:2

The race has 2 levels of Outsider to start.

.MOD Example:

Initial Race: <race name> <tab> MONSTERCLASS:2

Modified By: <race name>.MOD <tab> MONSTERCLASS:4

Is Equivalent To: <race name> <tab> MONSTERCLASS:4

The creature's new monster class is "Outsider" with "4" levels.


*** New 5.9.4

Tag Name: RACESUBTYPE:x|x

Variables Used (x): Text (Creature Subtype)

What it does:

Example:

RACESUBTYPE:Lawful|Air

The race possesses the "Lawful" and "Air" subtypes.

Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2

This modification of the race Bugbear, changes all of the indicated tags.

<race>.MOD <tab> RACESUBTYPE:.CLEAR <tab> RACESUBTYPE:Lawful|Air

This modification clears a race's existing subtypes and replaces it with the "Lawful" and "Air" subtypes.

.MOD Example:

Initial Race: Ooze Monkey <tab> RACESUBTYPE:Simian

Modified By: Ooze Monkey.MOD <tab> RACESUBTYPE:Gooey

Is Equivalent To: Ooze Monkey <tab> RACESUBTYPE:Simian|Gooey .

The character is granted the race types "Simian" and "Gooey".


*** New 5.9.4

Tag Name: RACETYPE:x

Variables Used (x): Text (Creature Type)

What it does:

Example:

RACETYPE:Outsider

The race is of the "Outsider" type.

Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2

This modification of the race Bugbear, changes all of the indicated tags.

.MOD Example:

Initial Race: <race name> <tab> RACETYPE:Humanoid

Modified By: <race name>.MOD <tab> RACETYPE:Outsider

Is Equivalent To: <race name> <tab> RACETYPE:Outsider

The race is now of the "Outsider" type.


Tag Name: REACH:x

Variables Used (x): Number (Reach in Feet)

What it does:

Example:

REACH:10

The race has a reach of ten feet.

.MOD Example:

Initial Race: <race name> <tab> REACH:5

Modified By: <race name>.MOD <tab> REACH:10

Is Equivalent To: <race name> <tab> REACH:10

The final reach is "10".


*** 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 of a creature. Used to determine CR for creatures with both racial hit dice and class levels.

Example:

ROLE:Combat

Character levels in classes associated with the Combat role are key levels for CR calculation purposes for this creature.

ROLE:Combat.Skill

Character levels in classes associated with either the Combat role or the Skill role are key levels for CR calculation purposes for this creature.

ROLE:Cleric

Cleric levels are key levels for CR calculation purposes for this creature.


*** Updated 5.12 RC3

Tag Name: SIZE:x

Variables Used (x): Text (F,D,T,S,M,L,H,G,C)

What it does:

Special Sizes:

Example:

SIZE:M

The race is of Medium size.

.MOD Example:

Initial Race: <race name> <tab> SIZE:M

Modified By: <race name>.MOD <tab> SIZE:L

Is Equivalent To: <race name> <tab> SIZE:L

The creatue is "Large".


Tag Name: SKILLMULT:x

Variables Used (x): Number (Skill Multiplier)

What it does:

Example:

SKILLMULT:1

Monsters have x1 since adding class levels is done as Multi-classing.

.MOD Example:

Initial Race: <race name> <tab> SKILLMULT:1

Modified By: <race name>.MOD <tab> SKILLMULT:2

Is Equivalent To: <race name> <tab> SKILLMULT:2

The final skill multiplier is "2".


*** Updated before 5.12.0

Tag Name: STARTFEATS:x

Variables Used (x): Number (Number of Starting Feats)

What it does:

Example:

STARTFEATS:2

The race starts with 2 free feats.

.MOD Example:

Initial Race: Werewolf <tab> STARTFEATS:2

Modified By: Werewolf.MOD <tab> STARTFEATS:2

Is Equivalent To: Werewolf <tab> STARTFEATS:2 <tab> STARTFEATS:2

The Werewolf now starts with 4 free feats.


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 race.

Example:

TEMPLATE:Incorporeal|Undead|Celestial

The race uses the "Incorporeal", "Undead" and "Celestial" templates.

Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2

This modification of the race Bugbear, changes all of the indicated tags.


Tag Name: TEMPLATE:ADDCHOICE:x|x

Variables Used (x): Text (Template Name)

What it does:

Example:

TEMPLATE:ADDCHOICE:Demihuman|Beast

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


*** Updated 5.7.12

Tag Name: WEAPONBONUS:x|x

Variables Used (x): Text (Weapon Name)

Variables Used (x): TYPE.Text (Weapon Type)

What it does:

This is a | (pipe) delimited list of weapons or weapon types that are granted to the race as a choice of ONE of the listed weapons.

Example:

WEAPONBONUS:Rapier|Longbow

The race receives bonus proficiency in "Rapier" or "Longbow".

WEAPONBONUS:TYPE.Simple

The race receives bonus proficiency in any one Simple weapon.

.MOD Example:

Initial Race: Grunt <tab> WEAPONBONUS:TYPE.Simple

Modified By: Grunt.MOD <tab> WEAPONBONUS:TYPE.Martial

Is Equivalent To: Grunt <tab> WEAPONBONUS:TYPE.Simple|TYPE.Martial .

The Grunt may choose between Simple and Martial weapons for a single bonus weapon proficiency.


*** Updated Syntax 6.03.02

Tag Name: XTRASKILLPTSPERLVL:x

Variables Used (x): Number, Variable, or Formula

What it does:

Grants a number of skill points to the race for free at every character level. This happens before multiplication of the first class level's skill points.

Example:

XTRASKILLPTSPERLVL:1

Adds one to the skill points per level (before multiplication for the 1st level).

XTRASKILLPTSPERLVL:HumanSkillBase

Adds a number of skill points per level (before multiplication for the 1st level) equal to the value of the variable "HumanSkillBase"".

.MOD Example:

Initial Race: <race name> <tab> XTRASKILLPTSPERLVL:1

Modified By: <race name>.MOD <tab> XTRASKILLPTSPERLVL:2

Is Equivalent To: <race name> <tab> XTRASKILLPTSPERLVL:2

The final extra skill points per level are "2".