Template Files

A Template is a series of special 'ideas' that are applied to a character.

These 'ideas' take the form of Undead, Lycanthropy, Celestial, Outsider, etc., and enhance your character is some way. Each template is one line only and the first field must be the template name.


Building a Template

This space is reserved for a basic introduction to building templates.


Template File Tag Dictionary


*** New 5.9.7

Tag Name: ADDLEVEL:x|y

Variables Used (x): Text (Class name)

Variables Used (y): Number or Formula (Number of levels to add)

What it does:

Example:

ADDLEVEL:Animal|6

Adds six levels of the Animal class to the character.

.MOD Example (Included Separately):

Initial Template: Werewolf <tab> ADDLEVEL:Animal|2

Modified By: Werewolf.MOD <tab> ADDLEVEL:Animal|1

Is Equivalent To: Werewolf <tab> ADDLEVEL:Animal|2 <tab> ADDLEVEL:Animal|1 .

The werewolf gains three levels in the class "Animal".


Tag Name: BONUSSKILLPOINTS:x

Variables Used (x): Number (Number of bonus skill points >0)

What it does:

Example:

BONUSSKILLPOINTS:2

Two bonus skill points are given.

.MOD Example:

Initial Template: Sentient Construct <tab> BONUSSKILLPOINTS:2

Modified By: Sentience Construct.MOD <tab> BONUSSKILLPOINTS:3

Results In: Sentient Construct <tab> BONUSSKILLPOINTS:3

Twelve skill points are granted at first level with three being granted at all subsequent levels.


*** New 5.7.7

Tag Name: BONUS:MONSKILLPTS|LOCKNUMBER|x

Variables Used (x): Number (Skill points)

What it does:

This will override the base skill points for monster HD. This tag will work retroactively.

Example:

BONUS:MONSKILLPTS|LOCKNUMBER|6

This template will set 6 as the base skill points for any monster levels.


Tag Name: CHOOSE:LANGAUTO:x|x

Variables Used (x): Text (Language Name)

What it does:

Example:

CHOOSE:LANGAUTO:Abyssal|Infernal

"Abyssal" & "Infernal" are granted as bonus languages.

.MOD Example:

Initial Template: Darkling <tab> CHOOSE:LANGAUTO:Abyssal|Infernal

Modified By: Darkling.MOD <tab> CHOOSE:LANGAUTO:Ignan|Undercommon

Is Equivalent To: Darkling <tab> CHOOSE:LANGAUTO:Undercommon

Darklings are allowed to choose either "Ignan" or "Undercommon" as an automatic language.


Tag Name: CR:x

Variables Used (x): Number (Challenge rating adjustment >0)

What it does:

Example:

CR:2

The character's challenge rating is increased by two.

<template name>.MOD <tab> CR:3

The character's challenge rating is increased by three.

.MOD Example:

Initial Template: Darkling <tab> CR:2

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

Is Equivalent To: Darkling <tab> CR:3

Darklings have a "challenge rating" of "3".


Tag Name: FACE:x,y

Variables Used (x): Number (Space the creature occupies >= 0)

Variables Used (y): Number (Optional, side space >= 0)

What it does:

NOTE: For the SRD (3e), this tag is used for the Face statistic. For 3.5 rules this tag is used for the Space statistic.

Example:

FACE:5,10

The creature has a face/space of 5 by 10.

FACE:10

The creature has a face/space of 10.

<template name>.MOD <tab> FACE:20

The creature has a face/space of 20.

.MOD Example:

Initial Template: Darkling <tab> FACE:10,5

Modified By: Darkling.MOD <tab> FACE:10

Is Equivalent To: Darkling <tab> FACE:10

Darklings have a "face/space" of "10".


Tag Name: FAVOREDCLASS:x|x.y

Variables Used (x): Text (Class name)

Variables Used (x): ANY

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

What it does:

Example:

FAVOREDCLASS:Wizard|Fighter

The character's favored classes are "Wizard", including any of its sub-classes, and "Fighter".

FAVOREDCLASS:Wizard.Wizard

The character's favored class is "Wizard", excluding any of its sub-classes.

FAVOREDCLASS:Wizard.Illusionist

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

<template name>.MOD <tab> FAVOREDCLASS:Wizard.Necromancer

The character's favored class is the "Wizard" sub-class, the "Necromancer".

.MOD Example:

Initial Template: Darkling <tab> FAVOREDCLASS:Sorcerer

Modified By: Darkling.MOD <tab> FAVOREDCLASS:Wizard.Necromancer

Is Equivalent To: Darkling <tab> FAVOREDCLASS:Sorcerer|Wizard.Necromancer

Darkling's "favored class" is the "Sorcerer" and the "Wizard" sub-class, the "Necromancer".


FEAT

Tag Name: FEAT:x|x

Variables Used (x): Text (Feat Name)

What it does:

Example:

FEAT:Blind Fight|Alertness

Presents the "Blind-Fight" & "Alertness" feats to the user and grants the feat selected to the character.

.MOD Example:

Initial Template: 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

Presents the "Blind-Fight" and "Combat Reflexes" feats to the user and grants the feat selected to the character.


*** Updated 5.11.13

Tag Name: GENDERLOCK:x

Variables Used (x): Text (Gender)

What it does:

Example:

GENDERLOCK:Female

The character's gender is set to and locked as "Female".

.MOD Example:

Initial Template: Darkling Sorcerer <tab> GENDERLOCK:Female

Modified By: Darkling Sorcerer.MOD <tab> GENDERLOCK:Male

Is Equivalent To: Darkling Sorcerer <tab> GENDERLOCK:Male

The Darkling Sorcerer's gender is set to "Male" and the ability to change it is disabled.


Tag Name: HANDS:x

Variables Used (x): Number (Number of Hands >= 0)

What it does:

Example:

HANDS:4

The creature has four hands.

.MOD Example:

Initial Template: Darkling Sorcerer <tab> HANDS:2

Modified By: Darkling Sorcerer.MOD <tab> HANDS:4

Is Equivalent To: Darkling Sorcerer <tab> HANDS:4

The Darkling Sorcerer's number of hands is set to "4".


*** Updated 5.11.11

Tag Name: HD:x:y:z

Variables Used (x): Calculation (range or minimum natural Hit Dice)

Variables Used (y): ANY valid Template or Global Token which can accept trailing PRE tags can be used

Variables Used (z): Number or Text (Must be valid for the tag used)

What it does:

Examples:

HD:1-3:DR:5/1

Grants Damage Reduction of 5/+1 if natural hit dice is between one and three.

HD:1+:SR:15

Grants Spell Resistance of 15 if natural hit dice is greater than one.

HD:2-7:CR:2

Grants an increase in Challenge Rating of two if natural hit dice is between two and seven.

HD:15+:SA:Uncanny Dodge

Grants the "Uncanny Dodge" special ability if natural hit dice is greater than fifteen.

HD:10+:FEAT:Alertness

Grants the "Alertness" feat if natural hit dice is greater than ten.

.MOD Example:

Initial Template: Werewolf <tab> HD:1-3:DR:5/1

Modified By: Werewolf.MOD <tab> HD:2-7:CR:2

Is Equivalent To: Werewolf <tab> HD:1-3:DR:5/1 <tab> HD:2-7:CR:2 .

The werewolf gains Damage Reduction of "5/1" if natural hit dice is between one and three, and is granted an increase in Challenge Rating of two if natural hit dice is between two and seven.


*** 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 Die size of 12.

HITDIE:%+2

Adds 2 to the current Hit Die size.

HITDIE:%-4

Subtracts 4 from the current Hit Die size.

HITDIE:%*3

Multiplies the current Hit Die size by 3.

HITDIE:%/2

Divides the current Hit Die size by 2.

HITDIE:%up2

Steps up the Hit Die 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 Die 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 Die 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 Die 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 Die size by three steps. If the class has a Hit Die of d6 it will be stepped down to d2.

<template name>.MOD <tab> HITDIE:8

The character now has a Hit Die size of 8.

.MOD Example:

Initial Template: Darkling Sorcerer <tab> HITDIE:6

Modified By: Darkling Sorcerer.MOD <tab> HITDIE:8

Is Equivalent To: Darkling Sorcerer <tab> HITDIE:8

The Darkling Sorcerer's Hit Die size is now "8".


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:TYPE=Spoken,Draconic

Add all "Spoken" type languages & "Draconic" to the list of languages that can be taken when creating a character.

.MOD Example (Appending):

Initial Template: 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 >=0)

What it does:

Examples:

LEGS:4

A horse has four legs.

LEGS:0

Slime and ooze creatures/characters would have no legs!

<template name>.MOD <tab> LEGS:8

The creature has eight legs.

.MOD Example:

Initial Template: Odin's Blessing <tab> LEGS:8

Modified By: Odin's Blessing.MOD <tab> LEGS:6

Is Equivalent To: Odin's Blessing <tab> LEGS:6

The recipient of this template now has "6" legs.


*** Updated 5.11.11

Tag Name: LEVEL:x:y:z

Variables Used (x): Number (Level at which the benefit is granted)

Variables Used (y): ANY valid Template or Global Token which can accept trailing PRE tags can be used

Variables Used (z): Number or Text (Must be valid for the tag used)

What it does:

Examples:

LEVEL:1:DR:5/+1

Grants Damage Reduction of 5/+1 at Level 1.

LEVEL:2:SR:15

Grants Spell Resistance of 15 at Level 2.

LEVEL:3:CR:2

Grants an increase in Challenge Rating of two at Level 3.

LEVEL:3:MOVE:Burrow,20

Grants an a burrowing rate of 20 at Level 3.

LEVEL:4:SAB:Uncanny Dodge

Grants the "Uncanny Dodge" special ability at Level 4.

LEVEL:5:FEAT:Alertness

Grants the "Alertness" feat at Level 5.

LEVEL:6:FEAT:TYPE.Fighter

Produces a popup menu at Level 6 from which a PC can choose a fighter feat.

LEVEL:6:ABILITY:FEAT|AUTOMATIC|Empower Spell

Grants the "Empower Spell" feat as an automatic feat at Level 6.

.MOD Example:

Initial Template: Werewolf <tab> LEVEL:1:DR:5/1

Modified By: Werewolf.MOD <tab> LEVEL:2-7:CR:2

Is Equivalent To: Werewolf <tab> HD:1:DR:5/1 <tab> HD:2:CR:2 .

The werewolf gains Damage Reduction of "5/1" at Level 1 and is granted an increase in Challenge Rating of two at Level 2.


*** Updated 5.4

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.

<template name>.MOD <tab> LEVELADJUSTMENT:3

The character's ECL is raised by three.

.MOD Example:

Initial Template: Darkling <tab> LEVELADJUSTMENT:2

Modified By: Darkling.MOD <tab> LEVELADJUSTMENT:4

Is Equivalent To: Darkling <tab> LEVELADJUSTMENT:4

The Darkling's Effective Character Level (ECL) is raised by "4".


Tag Name: NONPP:x

Variables Used (x): Number (Non-proficiency penalty <= 0)

What it does:

Example:

NONPP:-2

The non-proficiency penalty is minus two.

.MOD Example:

Initial Template: <template name> <tab> NONPP:-2

Modified By: <template name>.MOD <tab> NONPP:-1

Is Equivalent To: <template name> <tab> NONPP:-1 .

The non-proficiency penalty is minus one.


*** New 5.9.4

Tag Name: RACESUBTYPE:x|x

Variables Used (x): Text (Creature Subtype)

Variables Used (x): .REMOVE.Text (Removes Creature Subtypes)

What it does:

Example:

RACESUBTYPE:Lawful|Air

Adds the "Lawful" and "Air" subtypes.

RACESUBTYPE:.REMOVE.Evil

Removes the "Evil" subtype.

RACESUBTYPE:.REMOVE.Extraplanar|Native

Removes the "Extraplanar" subtype and adds "Native" subtype.

.MOD Example:

Initial Template: 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:Undead

The creature is now of the "Undead" type.

.MOD Example:

Initial Template: <template name> <tab> RACETYPE:Undead

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

Is Equivalent To: <template name> <tab> RACETYPE:Outsider .

The character is now the race type "Outsider".


Tag Name: REACH:x

Variables Used (x): Number (Reach in Feet >= 0)

What it does:

Example:

REACH:10

The creature has a reach of ten (10) feet.

.MOD Example:

Initial Template: <template name> <tab> REACH:10

Modified By: <template name>.MOD <tab> REACH:20

Is Equivalent To: <template name> <tab> REACH:20 .

The character's reach is now twenty (20) feet.


Tag Name: REGION:x

Variables Used (x): Text (Region name)

Variables Used (x): YES (Not case sensitive)

What it does:

Example:

REGION:Timbuktu

The character is from "Timbuktu".

.MOD Example:

Initial Template: <template name> <tab> REGION:Timbuktu

Modified By: <template name>.MOD <tab> REGION:Saskatewan

Is Equivalent To: <template name> <tab> REGION:Saskatewan .

The character is from "Saskatewan".


Tag Name: REMOVABLE:x

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

What it does:

Example:

REMOVABLE:NO

The template may not be removed if taken.

<template name>.MOD <tab> REMOVABLE:YES

The template may be removed after being taken.

.MOD Example:

Initial Template: <template name> <tab> REMOVABLE:NO

Modified By: <template name>.MOD <tab> REMOVABLE:YES

Is Equivalent To: <template name> <tab> REMOVABLE:YES

The template is removable.


*** Updated 5.11.13

Tag Name: REPEATLEVEL:v|w|x:y:z

Variables Used (v): Number (Levels per interval)

Variables Used (w): Number (Number of intervals before skipping one interval, use 0 for no skip)

Variables Used (x): Number (Maximum level)

Variables Used (y): Number (Minimum level)

Variables Used (z): Text (Tag to be repeated)

What it does:

Example:

<Template Name> <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)

Would add "ABonusFeat" at levels 5, 10, 15, and 20.

<Template Name> <tab> REPEATLEVEL:1|0|20:1:FEAT(ABonusFeat)

Would add "ABonusFeat" at levels 1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15, 17, 18, and 19.

<Template Name> <tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)

Would add "ABonusFeat" at levels 2, 4, 6, 8,... up to level 20.

Drow Male <tab> REPEATLEVEL:1|0|10:1:FEAT(AWizardFeat) <tab> PRERACE:Elf (Drow) <tab> SUBRACE:Male <tab> GENDERLOCK:Male

Would add "AWizardFeat" at levels 1, 2, 3, 5, 6, 7, 9, and 10.

.MOD Example:

Initial Template: Advanced Werewolf <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)

Modified By: Advanced Werewolf.MOD <tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)

Is Equivalent To: Advanced Werewolf <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)
<tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)
.

The Advanced Werewolf gains a bonus feat at levels 2, 4, 5, 6, 8, 12, 14, 15, 16, and 18, and gains two bonus feats at levels 10 and 20.


*** Updated 5.11.13

Tag Name: SIZE:x

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

Variables Used (x): Number or Formula (Numeric value of the size value)

What it does:

Example:

SIZE:M

The character is "Medium" size.

SIZE:max(AnimalSize,SIZE)

Sets the character's size to the maximum of the variable "AnimalSize" and current size.

.MOD Example:

Initial Template: <template name> <tab> SIZE:M

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

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

The creatue is "Large".


Tag Name: SUBRACE:x

Variables Used (x): Text (Subrace Name)

Variables Used (x): YES

What it does:

Example:

SUBRACE:Ooze Monkey

The character is part of the "Monkey Ooze" sub race.

.MOD Example:

Initial Template: Ooze Monkey <tab> SUBRACE:Ooze Monkey

Modified By: Ooze Monkey.MOD <tab> SUBRACE:Tropical

Is Equivalent To: Ooze Monkey <tab> SUBRACE:Tropical .

The Ooze Monkey is granted the "Tropical" sub-race.


Tag Name: SUBREGION:x

Variables Used (x): Text (Sub-Region Name)

Variables Used (x): YES

What it does:

Example:

SUBREGION:South Side

The character is from the "South Side" subregion.

.MOD Example:

Initial Template: South Philly <tab> SUBREGION:South Side

Modified By: South Philly.MOD <tab> SUBREGION:Philadelphia

Is Equivalent To: South Philly <tab> SUBREGION:Philadelphia .

The character is from "Philadelphia".


*** Updated 6.03.04

Tag Name: TEMPLATE:x|x

Variables Used (x): Text (Template Name)

Variables Used (x): TYPE=Text (Valid Template Type)

What it does:

Example:

TEMPLATE:Incorporeal|Undead|Celestial

The character is given the "Incorporeal", "Undead" & "Celestial" templates.


*** Updated 6.03.04

Tag Name: TEMPLATE:ADDCHOICE:x|x

Variables Used (x): Text (Template Name)

Variables Used (x): TYPE=Text (Valid Template Type)

What it does:

Example:

TEMPLATE:ADDCHOICE:Demihuman|Beast

The character has "Demihuman" and "Beast" added to the choice list.


*** Updated 6.03.04

Tag Name: TEMPLATE:CHOOSE:x|x

Variables Used (x): Text (Template Name)

Variables Used (x): TYPE=Text (Valid Template Type)

What it does:

Example:

TEMPLATE:CHOOSE:Celestial|Outsider

The character is given the choice between "Celestial" or "Outsider".


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 Template name in PCGen and on export to a character sheet.

<template name>.MOD <tab> VISIBLE:NO

The template will not be visible either in the GUI or on the character sheet..

.MOD Example:

Initial Template: South Philly <tab> VISIBLE:YES

Modified By: South Philly.MOD <tab> VISIBLE:NO

Is Equivalent To: South Philly <tab> VISIBLE:NO .

The template is not visible.


*** 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:

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 Template: 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.