PRExxx Tags

With these tags you can restrict access to a class, feat, deity, domain or any other object in a lst file. The same PRExxx tags are used in every lst file to make crafting restrictions as easy as possible.

Usage

PRExxx tags are used in two different manners:

  1. A PRExxx tag can be used is as a stand-alone tag to qualify an entire line. Thus, if a character does not meet the prerequisites of a stand-alone PRExxx tag, he will not be able to select the lst object containing the PRExxx and therefore shall not gain the benefits granted by the lst object.
  2. BONUS tags, and certain other tags, can be qualified by appending a PRExxx tag to the end of it. If the character does not meet the prerequisites, he will not gain the BONUS but is not restricted from any other benefits he may receive from the line. PRExxx tags are usually added to BONUS tags with an additional pipe (|) followed by the PRExxx statement. There are, on the other hand, a few tags that use a different syntax, such as enclosing the PRExxx statement in square brackets ([]). Also note that all tags that will take PRExxx tags are clearly marked as such. Review the tag documentations to verify the syntax for adding prerequisites and to see which tags will take PRExxx tags.

There are a few additional rules to keep in mind when using PRExxx tags.

  1. When using PRExxx tags as part of a class, the level will be tested before any new level is fully applied. This means that PREPCLEVEL:MAX=1 will pass when adding a second level to a first level character as that character is not yet level 2.
  2. Any PRExxx tag may be prefixed with a "!" character (i.e., !PRExxx) in order to invert the requirement logic. The PRExxx tag will be evaluated like normal, then the result inverted (meaning you CAN NOT have the things listed in this tag) when determining whether the prerequisite is passed or not.
  3. There is a PRE:.CLEAR tag. Be aware that it will clear all PRExxx tags from an object and you will need to re-enter those PRExxx tags that you want to keep.

General notes

Boolean logic

NOT

Logical negation of any pre-requisite is obtained by pre-pending an exclamation mark, ! , to the PRE tag.

OR

Use PREMULT:1,[sub_prereq1],[sub_prereq2]... to require at least one of the sub-prerequisites [sub_prereq1] , [sub_prereq2] , ... to be true.

AND

Use PREMULT:N,[sub_prereq1],[sub_prereq2]... , where N is the number of sub-prerequisites, to require that all of the sub-prerequisites [sub_prereq1] , [sub_prereq2] , ... are true.

NOR and NAND

The NOR ( not OR ) and NAND ( not AND ) functions are produced by prefixing ! , giving the !PREMULT tag.

Nested functions

It is possible to nest the PREMULT tag within other PREMULT tags, allowing logic functions like (A OR B) AND (C OR D) to be realised.

Comparison Operators

Tags which deal with numbers or ordered sequences (i.e. creature sizes - small, medium, large ...) allow the following comparison operators.

The tags which use this syntax include:

The comparison operator is written as a part of the tag name . i.e. PREVARNEQ or PREREACHLTEQ .

(Not as PREVAR:EQ or PREREACH:LTEQ .)


PREABILITY

Require that the character has at least N abilities from a given ability_category . A type of ability can be specified, or individual abilities can be specified by name.

Status

Syntax

  1. PREABILITY:N,CATEGORY=ability_category,TYPE.ability_type_1,TYPE.ability_type_2,...

    Requires the character to have at least N abilities from ability_category , of the specific type(s) ability_type_1 , ability_type_2 , and so on.

  2. PREABILITY:N,CATEGORY=ability_category,ability_name_1,ability_name_2,...

    Requires the character to have at least N abilities from a specific list of abilities: ability_name_1 , ability_name_2 , and so on.

It is possible to combine the TYPE.ability_type1 and the ability_name_1 syntax:

PREABILITY:N,CATEGORY=ability_category,TYPE.ability_type_1,specific_ability_2,...  

Notes

Examples


*** Updated 5.13.12

Tag Name: PREAGESET:x,y,y

Variables Used (x): Number (Number of agesets required)

Variables Used (y): Text (Ageset abbreviation)

What it does:

Example:

PREAGESET:1,Old

Requires the PC to be "Old" or "Venerable".

PREAGESET:1,Venerable

Requires the PC to be "Venerable".

!PREAGESET:1,Venerable

Requires the PC to be younger than "Venerable".

PREMULT:2,[PREAGESET:1,Middle Age],[!PREAGESET:1,Old]

Requires the PC to be "Middle Age" but not older.


*** Updated 5.7.6

Tag Name: PREALIGN:x,x

Variables Used (x): LG,LN,LE,NG,TN,NE,CG,CN,CE,Deity (Alignment abbreviation).

Variables Used (x): 0,1,2,3,4,5,6,7,8,10 (Alignment array number).

What it does:

Example:

PREALIGN:LG,NG,CG

Requires any Good alignment.

PREALIGN:2,5,8

Requires any evil alignment.

PREALIGN:LG,Deity

Requires Lawful Good or the character's chosen Deity's alignment.

!PREALIGN:LG,NG,CG

Requires the PC not be of "Good" alignment.


*** deprecated 6.1.1 - Remove for 6.4 - Use TEMPBONUS

Tag Name: PREAPPLY:x,x

Variables Used (x): ANYPC (Apply to any character).

Variables Used (x): PC (Apply to the character).

Variables Used (x): Text (A type name).

What it does:

Examples:

PREAPPLY:ANYPC

This allows the bonus granted to be applied to any character.

PREAPPLY:PC

This allows the bonus granted to be applied to the PC to which the granting LST object is attached.

PREAPPLY:Ranged;Melee

This allows the bonus granted to be applied to either ranged or melee weapons.

PREAPPLY:Weapon,Blunt

This allows the bonus granted to be applied to blunt weapons only.

Example Conversion to TEMPBONUS tag:

BONUS:COMBAT|AC|2|PREAPPLY:PC becomes TEMPBONUS:PC|COMBAT|AC|2


*** New 5.10

Tag Name: PREARMORTYPE:x,y,y

Variables Used (x): Number (The number of equipped armors needed).

Variables Used (y): Text (The name of an Armor).

Variables Used (y): Text (The name of a piece of Armor - "%" may be used as a wild-card).

Variables Used (y): TYPE.Text (The type of Armor).

Variables Used (y): LIST (Checks that the equipped Armor is one the character is proficient with).

What it does:

Checks for equipped Armor.

Examples:

PREARMORTYPE:1,Chainmail,Full Plate

Character must have either "Chainmail" or "Full Plate" armor equipped.

PREARMORTYPE:1,Leather Armor%

The "%" allows for items named Leather Armor (Masterwork), Leather Armor (+1) etc.

PREARMORTYPE:1,TYPE.Medium

Character must have a Medium type armor equipped.

PREARMORTYPE:1,LIST

Character must be proficient in the armor equipped.


Tag Name: PREATT:x

Variables Used (x): Number (Base Attack Bonus number).

What it does:

Number indicates the minimum base attack bonus.

Highest PREATT possible is 20.

Example:

PREATT:6

This would apply only if the PC had minimum base attack bonus of 6.


PREBASESIZE

Require the character's base size is a particular size category, or in a particular range of size categories.

Status

Changed: size used to be specified as the size name in words, i.e. Small . Now is specified as the SIZENAME , i.e. S .

Syntax

PREBASESIZEoperator:size

operator and size are as per the PRESIZE tag .

Examples

As per the PRESIZE tag


Tag Name: PREBIRTHPLACE:x

Variables Used (x): Text (A birthplace name).

What it does:

Character's birthplace must match the listed text.

Example:

PREBIRTHPLACE:Klamath

Character must have been born in "Klamath".


*** New 5.15.2

Tag Name: PRECAMPAIGN:x,y,y

Variables Used (x): Number (Number of items required to pass)

Variables Used (y): Text (Data set name as set by the CAMPAIGN tag).

Variables Used (y): BOOKTYPE=Text (Matches data set BOOKTYPE tag).

Variables Used (y): INCLUDES=Text (Data set name as set by the CAMPAIGN tag that is included in any selected campaign or one of its included sources). *** New 6.1.2

Variables Used (y): INCLUDESBOOKTYPE=Text (Data set BOOKTYPE of any selected campaign or one of its included sources). *** New 6.1.2

What it does:


*** New 5.17.12

Tag Name: PRECHARACTERTYPE:x,y,y

Variables Used (x): Number (Number of character types required)

Variables Used (y): Text (Character type.)

What it does:

Sets requisites for character type.

Examples:

PRECHARACTERTYPE:1,PC

Character must be designated as a PC .

PRECHARACTERTYPE:1,NPC,Monster

Character must be a designated either as an NPC or as a Monster .


Tag Name: PRECHECK:x,y=z

Variables Used (x): Number (The number of checks that must be equal to or greater than the numbers specified for the check to succeed).

Variables Used (y): Text (A defined check from statsandchecks.lst - e.g. Fortitude or Willpower).

Variables Used (z): Number (The number the associated check must be greater than or equal to).

What it does:

Sets the minimum CHECK requirements.

Examples:

PRECHECK:1,Fortitude=5,Reflex=3

Would succeed if Fortitude meets or exceeds 5 or Reflex meets or exceeds 3.

PRECHECK:2,Fortitude=5,Reflex=3,Willpower=4

Would succeed if any 2 of the 3 three listed conditions were met.


Tag Name: PRECHECKBASE:x,y=z

Variables Used (x): Number (The number of base checks that must be equal to or greater than the numbers specified for the check to succeed).

Variables Used (y): Text (A defined check from statsandchecks.lst - e.g. Fortitude or Willpower).

Variables Used (z): Number (The number the associated base check must be greater than or equal to).

What it does:

Sets the minimum Base Check requirements. Base Checks are usually only those from class advancement (no stat modifiers, magic, etc.), but follow anything defined with " BONUS:CHECKS|BASE.Name| ".

Examples:

PRECHECKBASE:2,Fortitude=3,Reflex=3

Would succeed if both Fortitude meets or exceeds 3 and Reflex meets or exceeds 3.

PRECHECKBASE:1,Fortitude=5,Reflex=3

Would succeed if Fortitude meets or exceeds 5 or Reflex meets or exceeds 3.


Tag Name: PRECITY:x

Variables Used (x): Text (The name of a city that you must live in).

What it does:

Sets the required city. A character's city is set in the Description Tab

Example:

PRECITY:Klamath

Character must currently reside in "Klamath".


Tag Name: PRECLASS:x,y=z,y=z

Variables Used (x): Number (The number of classes that must be equal to or greater than the numbers specified for the check to succeed).

Variables Used (y): Text (Class Name)

Variables Used (y): TYPE.Text (Class Type)

Variables Used (y): SPELLCASTER.

Variables Used (y): SPELLCASTER.Type (Spellcaster Type)

Variables Used (y): ANY

Variables Used (z): Number (Class Level)

What it does:

Sets class requirements.

Example:

PRECLASS:2,Wizard=5,Sorcerer=6,Cleric=7

Multi-classed character must be at least Wiz5/Sor6, Wiz5/Clr7 or Sor6/Clr7.

PRECLASS:1,SPELLCASTER=2

Character must have 2 levels in any spellcasting class. This encompasses psionic manifesting classes as well, as PCGen does not treat manifesting differently from spellcasting. Spellcaster and manifester can be considered interchangeable.

PRECLASS:1,SPELLCASTER.Arcane=2

Character must have 2 levels in any arcane spellcasting class.

PRECLASS:1,SPELLCASTER.Divine=6,SPELLCASTER.Psionic=3

Character must have 6 levels in any divine spellcasting class or 3 levels in any psionic manifesting class.

PRECLASS:2,TYPE.Base=5,TYPE.Prestige=1

Character must have 5 levels in any Base class and 1 level in any Prestige class.

PRECLASS:2,ANY

Multi-classed character must be at least two Classes.

PRECLASS:1,ANY

Character must have 1 level in any class.

PREMULT:1,[PREFEAT:1,Blood of the Fey],[PRECLASS:1,Fey-Touched=1]

Character must have 1 level in Fey-Touched class or feat Blood of the Fey.

PRECLASS:1,Jack o' the Green=5 !PREFEAT:1,TYPE.LASlipperyEel

Character must have 5 levels in Jack o' the Green class and not have the feat LASlipperyEel.

!PRECLASS:1,SPELLCASTER.Arcane=1

Character must not have 1 level in SPELLCASTER.Arcane class.

BONUS:COMBAT|AC|1|PRECLASS:1,Shaper=10

Character adds 1 to armor class if 10 levels in Shaper Class.

BONUS:WEAPON|TOHIT|4|TYPE=Luck|PRECLASS:1,Wizard=1,Sorcerer=1

Character adds 4 to To-Hit from luck if 1 level in either Wizard/Sorcerer Class.

BONUS:CASTERLEVEL|Minstrel|CL-3|PRECLASS:1,Minstrel=4

Character adds CL-3 bonus to Casterlevel if 4 levels in Minstrel Class.

SA:Damage reduction 1/opposed alignment|PRECLASS:1,Shaper=10

SA: will fire with 10 levels of Shaper Class.

SA:Spy|PREMULT:2,[PRECLASS:1,Aradil's Eye=5],[PRECLASSLEVELMAX:1,Aradil's Eye=9]

SA: will fire with 5 levels of Aradil's Eye Class or not more than 9 levels of Aradil's Eye Class.


Tag Name: PRECLASSLEVELMAX:x,y=z,y=z

Variables Used (x): Number (Number of listed classes required)

Variables Used (y): Text (Class name)

Variables Used (y): TYPE.Text (Class type)

Variables Used (y): SPELLCASTER

Variables Used (y): SPELLCASTER.Text (Spellcaster type)

Variables Used (z): Number (Maximum class level)

What it does:

Example:

PRECLASSLEVELMAX:2,Fighter=2,SPELLCASTER=2

Character cannot have more than 2 levels of fighter and cannot have more than 2 levels in any spellcasting class.


*** New 5.9.0

Tag Name: PRECSKILL:x,y

Variables Used (x): Number (The number of skills that must be considered Class Skills for the check to succeed).

Variables Used (y): Text (A defined skill name)

Variables Used (y): TYPE.Text (A defined skill type)

What it does:

Sets skill requirements.

NOTE: In skills types with multiple versions like Craft (Pottery) or Knowledge (Local) there must be a space between the name and the parentheses because the text must match the entry exactly.

Examples:

PRECSKILL:1,Spot,Listen

Character must have either "Spot" or "Listen" as a Class Skill.

PRECSKILL:2,TYPE.Spy

Character must have two "Spy" skills as Class Skills.


Tag Name: PREDEITY:x,y

Variables Used (x): Number (The number of the deity's name or pantheons that must match).

Variables Used (y): Y (The character must have chosen a deity).

Variables Used (y): N (The character must not have chosen a deity).

Variables Used (y): Text (The name(s) of deities).

Variables Used (y): PANTHEON.Text (The name(s) of pantheons).

What it does:

Sets deity requirements by presence, name or pantheon name.

Examples:

PREDEITY:1,Y

Character must have a deity chosen.

PREDEITY:1,N

Character must NOT have a deity chosen.

PREDEITY:1,Zeus,Odin

Character must have chosen either "Zeus" or "Odin".

PREDEITY:1,Zeus,PANTHEON.Celtic,Odin

Character must have chosen either "Zeus", "Odin" or a deity in the "Celtic" pantheon.

CLASS:Druid.MOD <tab> PREDEITY:1.Saluwe,Yarris,Belisarda,Fire Dragon

Character must have chosen either "Saluwe" "Yarris" "Belisarda" or "Fire Dragon".


Tag Name: PREDEITYALIGN:x

Variables Used (x): LG,LN,LE,NG,TN,NE,CG,CN,CE (Alignment abbreviation).

Variables Used (x): 0,1,2,3,4,5,6,7,8 (Alignment array number).

What it does:

Example:

PREDEITYALIGN:0

Character must have chosen a Lawful Good deity.

PREDEITYALIGN:LG,NG,CG

Character must have chosen a deity of any Good alignment.


Tag Name: PREDEITYDOMAIN:x,y,y

Variables Used (x): Number (The number of the deity's domains that must match).

Variables Used (y): Text (Domain names).

What it does:

Example:

PREDEITYDOMAIN:1,Good,Law

Character must have chosen of deity with either the "good" domain or the "law" domain.


*** Updated 5.11.7

Tag Name: PREDOMAIN:x,y,y

Variables Used (x): Number (The number of the deity's domains that must match).

Variables Used (y): Text (Domain names or ANY).

What it does:

Example:

PREDOMAIN:1,Good,Law

Character must have 1 of the two listed domains.

PREDOMAIN:2,ANY

Character must have 2 domains of any type.


Tag Name: PREDR:x,y=z,y=z

Variables Used (x): Number (The number of the DR conditions that must be met).

Variables Used (y): Text (The type of DR).

Variables Used (z): Number (Value the DR must be greater or equal to).

What it does:

Set's requirements for a character's Damage Resistance.

Examples:

PREDR:1,+1=10

Must have DR of 10/+1 or greater (but DR Type must be +1).

PREDR:1,-=10,+1=10,+2=10,+3=10,+4=10,+5=10,Silver=10

Must have DR of 10 or greater of any type listed.


Tag Name: PREEQUIP:x,y,y

Variables Used (x): Number (The number of items to be equipped)

Variables Used (y): Text (Equipment name)

Variables Used (y): TYPE=Text (Equipment type)

Variables Used (y): WIELDCATEGORY=Text (Wield category of a weapon)

What it does:

Examples:

PREEQUIP:1,Leather Armor

Must have Leather Armor (only) equipped.

PREEQUIP:1,Leather Armor%

The "%" allows for items named Leather Armor (Masterwork), Leather Armor (+1) etc.

PREEQUIP:1,TYPE=Armor

Must have some type of armor equipped.

PREEQUIP:2,TYPE=Armor,Sword (Long)%

Must be equipped with any Sword (Long), as well as any type of armor.

PREEQUIP:2,TYPE=Armor,TYPE=Shield

Must be equipped with any Armor and any Shield.

PREEQUIP:1,WIELDCATEGORY=TwoHanded

Must be equipped with a two handed weapon.

PREEQUIP:1,TYPE=Armor.Heavy,TYPE=Armor.Light

Must have equipped Heavy Armor or Light Armor.


Tag Name: PREEQUIPPRIMARY:x,y,y

Variables Used (x): Number (The number of items from the list that must be equipped in a primary hand).

Variables Used (y): Text (The name of a piece of equipment - "%" may be used as a wild-card).

Variables Used (y): TYPE=Text (The type of a piece of equipment).

Variables Used (y): WIELDCATEGORY=Text (The wield category of a weapon).

What it does:

This is used to determine if a character has a particular item (usually a weapon) equipped in a Primary hand for the character. Typically has a value of 1 for the Number, however can be more than one if can have more than one Primary hand.

Examples:

PREEQUIPPRIMARY:1,Dagger

Must have a dagger equipped in the primary hand.

PREEQUIPPRIMARY:1,Dagger%

The "%" allows for items named Dagger (Masterwork), Dagger (Punching), etc.

PREEQUIPPRIMARY:1,TYPE=Slashing

Must have some type of slashing weapon equipped in the primary hand.

PREEQUIPPRIMARY:1,WIELDCATEGORY=OneHanded

Must have a one handed weapon equipped in the primary hand.


Tag Name: PREEQUIPSECONDARY:x,y,y

Variables Used (x): Number (The number of items from the list that must be equipped in a secondary hand).

Variables Used (y): Text (The name of a piece of equipment - "%" may be used as a wildcard).

Variables Used (y): TYPE=Text (The type of a piece of equipment).

Variables Used (y): WIELDCATEGORY=Text (The wield category of a weapon).

What it does:

This is used to determine if a character has a particular item (usually a weapon) equipped in a Secondary hand for the character. Typically has a value of 1 for the Number, however can be more than one if can have more than one Secondary hand.

Examples:

PREEQUIPSECONDARY:1,Dagger

Must have a dagger equipped in the secondary hand.

PREEQUIPSECONDARY:1,Dagger%

The "%" allows for items named Dagger (Masterwork), Dagger (Punching), etc.

PREEQUIPSECONDARY:1,TYPE=Slashing

Must have some type of slashing weapon equipped in the secondary hand.

PREEQUIPSECONDARY:1,WIELDCATEGORY=Light

Must have a light weapon equipped in the secondary hand.


Tag Name: PREEQUIPBOTH:x,y

Variables Used (x): Number (Number of items to be equipped).

Variables Used (y): Text (Equipment name).

Variables Used (y): TYPE=Text (Equipment type).

Variables Used (y): WIELDCATEGORY=Text (Wield category name).

What it does:

This is used to determine if a character has a particular item (usually a weapon) equipped and used two-handed style.

Examples:

PREEQUIPBOTH:1,Quarterstaff

Must have a Quarterstaff equipped in both hands.

PREEQUIPBOTH:1,Sword (Great%

The "%" allows for items named Sword (Great/Masterwork) etc.

PREEQUIPBOTH:1,TYPE=Slashing

Must have a slashing type weapon equipped in both hands.


Tag Name: PREEQUIPTWOWEAPON:x,y,y

Variables Used (x): Number (The number of items that must be equipped in a two weapon fighting manner - 1 or 2).

Variables Used (y): Text (Weapon name - "%" may be used as a wildcard)

Variables Used (y): TYPE=Text (Weapon type)

Variables Used (y): WIELDCATEGORY=Text (Wield category).

What it does:

This is used to determine if a character has a particular item (usually a weapon) equipped and used two weapon style.

Examples:

PREEQUIPTWOWEAPON:1,Sword (Short)

Must have a Sword (Short) equipped as one of two weapons for two weapon fighting.

PREEQUIPTWOWEAPON:1,Sword (Short%

Must have a Sword (Short) equipped as one of two weapons and allows for items named Sword (Short/Masterwork) etc.

PREEQUIPTWOWEAPON:1,TYPE=Slashing

Must have a "Slashing" type weapon equipped as one of two weapons for two weapon fighting.

PREEQUIPTWOWEAPON:1,WIELDCATEGORY=Light

Must have a light weapon equipped for two weapon fighting.


PREFEAT

Tag Name: PREFEAT:x,y,z

Variables Used (x): Number (Number of required feats)

Variables Used (y): CHECKMULT (Used to make the program count each instance of a feat separately - optional)

Variables Used (z): Text (Feat name)

Variables Used (z): [Text] (Name of a feat a character must NOT have)

Variables Used (z): TYPE=Text (Feat type)

Variables Used (z): [TYPE=Text] (Type of feat the character must NOT have)

What it does:

Examples:

PREFEAT:1,Dodge,Combat Reflexes

Character must have either "Dodge" or "Combat Reflexes".

PREFEAT:2,CHECKMULT,Spell Focus

Character must have "Spell Focus" for two schools.

PREFEAT:2,CHECKMULT,Spell Focus,[Spell Focus(Enchantment)]

Character must have "Spell Focus" for two schools, but not the "Enchantment" school.

PREFEAT:2,Weapon Focus(TYPE=Bow),Weapon Focus(Longsword)

Character must have both "Weapon Focus(Longsword)" and any one "Bow" type "Weapon Focus".

PREFEAT:2,CHECKMULT,Weapon Focus(TYPE=Sword)

Character must have two "Sword" type "Weapon Focus" feats.

PREFEAT:2,Skill Focus(Spot),Skill Focus(Listen),Skill Focus(Search)

Character must have any two of "Skill Focus(Spot)", "Skill Focus(Listen)", or "Skill Focus(Search)".

PREFEAT:2,TYPE=ItemCreation

Character must have any two "ItemCreation" type feats.

PREFEAT:1,Skill Focus(Knowledge%)

Character must have one "Skill Focus" feat for a "Knowledge" sub-type skill.

Magecraft (Charismatic).MOD <tab> !PREFEAT:1,Untapped Potential

Character must not (!) have one feat called "Untapped Potential".


Tag Name: PREGENDER:x

Variables Used (x): Text (Gender to require).

What it does:

Sets gender requirement.  The character's gender must start with the text specified. The test is case sensitive so "male" is not the same as "Male".  The PCGen GUI allows the following genders by default: Male, Female, Neuter, None, and Other.

Example:

PREGENDER:M

Character's gender must start with "M".


Tag Name: PREHANDSx:y

Variables Used (x): EQ (Equals).

Variables Used (x): GT (Greater Than).

Variables Used (x): GTEQ (Greater Than or Equal to).

Variables Used (x): LT (Less Than).

Variables Used (x): LTEQ (Less Than or Equal to).

Variables Used (x): NEQ (Not Equal to).

Variables Used (y): Number (The number of hands to be compared to).

What it does:

Makes the amount of hands a character has a prerequisite.

Example:

PREHANDSGT:2

Character must have a number of hands greater than 2.


*** Updated 5.13.5

Tag Name: PREHD:x,y

Variables Used (x): MIN=Number or Formula (Minimum racial Hit Dice)

Variables Used (y): MAX=Number or Formula (Maximum racial Hit Dice)

What it does:

Examples:

PREHD:MIN=1,MAX=3

The character must have one, two, or three racial hit die monster levels.

PREHD:MIN=4

The character must have four or more racial hit die or monster levels.

PREHD:MAX=4

The character must have four or fewer racial hit die monster levels.

!PREHD:MIN=5,MAX=7

Character must have between 0-4 OR 7 or greater racial hit die or monster levels.


*** New 5.10

Tag Name: PREHP:x

Variables Used (x): Number (minimum Hitpoints)

What it does:

Makes the amount of hitpoints a character has a prerequisite.

Examples:

PREHP:50

The character must have at least 50 hp.


Tag Name: PREITEM:x,y,y

Variables Used (x): Number (The number of items a character must possess).

Variables Used (y): Text (The name of an item a character must possess - "%" may be used as a wildcard).

Variables Used (y): TYPE=Text (The type of an item the character must possess).

What it does:

Sets requirements for items a character must possess.

TYPE.xxx for reference, TYPE=xxx for assignment.

Examples:

PREITEM:1,Sword (Long),Sword (Short)

Character must possess either a "long sword" or a "short sword".

PREITEM:2,TYPE=Armor,TYPE=Armor

Character must possess two sets of armor.

PREITEM:1,TYPE=Natural

Character must possess one natural item.


*** New 6.1.9

Tag Name: PREKIT:x,y,y

Variables Used (x): Number (Number of Kits Required)

Variables Used (y): Text (Kit Name)

What it does:

Examples:

PREKIT:1,Starting Gold

Makes sure the character has the 'Starting Gold' kit.

PREKIT:2,Flumph Abilities,Flumph Skills

Makes sure the character has both kits

PREKIT:1,Alchemist's Kit

Makes sure the character does not have the Alchemist's Kit

PREKIT:1,Dragon Age%

Will match both 'Dragon Age 01 ~ Wyrmling' and 'Dragon Age 12 ~ Great Wyrm''


Tag Name: PRELANG:x,y,y

Variables Used (x): Number (The number of languages a character must know).

Variables Used (y): Text (The name of a language the character must know).

Variables Used (y): ANY (Indicator the any language will be allowed to help meet the required number).

What it does:

Makes speaking certain languages a prerequisite.

Examples:

PRELANG:1,Dwarven,Elven

Character must be able to speak either "Dwarven" or "Elven".

PRELANG:2,Dwarven,Elven

Character must be able to speak both "Dwarven" and "Elven".

PRELANG:2,Dwarven,Elven,Halfling

Character must be able to speak any two of "Dwarven", "Elven" or "Halfling".

PRELANG:3,ANY

Character must be able to speak any three languages.

PRELANG:4,TYPE=Spoken

Character must be able to speak any four languages that can be spoken.


Tag Name: PRELEGSx:y

Variables Used (x): EQ (Equals).

Variables Used (x): GT (Greater Than).

Variables Used (x): GTEQ (Greater Than or Equal to).

Variables Used (x): LT (Less Than).

Variables Used (x): LTEQ (Less Than or Equal to).

Variables Used (x): NEQ (Not Equal to).

Variables Used (y): Number (The number of legs to be compared to).

What it does:

Makes the amount of legs a character has a prerequisite.

Example:

PRELEGSGTEQ:4

Character must have at least 4 legs.


*** Updated 5.13.5

Tag Name: PRELEVEL:x,y

Variables Used (x): MIN=Number or formula (Minimum total level).

Variables Used (y): MAX=Number or formula (Maximum total level).

What it does:

Example:

PRELEVEL:MIN=5

Character must be at least 5th level.

PRELEVEL:MAX=5

Character must be no greater than 5th level.

PRELEVEL:MIN=5,MAX=10

Character must be at least 5th level but no greater than 10th level.

!PRELEVEL:MIN=3,MAX=6

Character must NOT be 3rd, 4th, 5th or 6th level.


Tag Name: PRELEVELMAX:x

Variables Used (x): Number (The maximum level).

What it does:

Requires that a character have a maximum number of character (non-monster) levels.

-- Do NOT mix PRELEVELMAX and BONUS:SKILLPOINTS|NUMBER, since it results in double negative and some very bad exceptions in the code.

Example:

PRELEVELMAX:10

Character cannot be over level 10.


*** Updated 5.9.4

Tag Name: PREMOVE:x,y=z,y=z

Variables Used (x): Number (The minimum number movement types which must pass).

Variables Used (y): Text (The name of a type of movement).

Variables Used (z): Number (The minimum movement rate for the associated movement type).

What it does:

Makes movement rate a prerequisite.

Examples:

PREMOVE:1,Walk=30,Fly=20

Character must be able to either walk at speed 30 OR fly at speed 20

PREMOVE:1,Swim=10

Character must be able to swim at speed 10

PREMOVE:2,Walk=30,Climb=15

Character must be able to walk at speed 30 AND climb at speed 15


Tag Name: PREMULT:x,y,y

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

Variables Used (y): [Text] (Embedded PRExxx tags)

What it does:

Examples:

PREMULT:1,[PRERACE:Gnome],[PRECLASS:1,Cleric=1]

Character must be either a "Gnome" or a "Cleric".

PREMULT:1,[PRERACE:Gnome],[PREMULT:2,[PRESIZEGTEQ:M],[PREFEAT:1,Alertness]]

Character must be "Gnome" OR a medium sized or larger creature with the "Alertness" feat.

PREMULT:1,[!PRERACE:%],[PRERACE:Bunch of Rocks]

Character only be from a "Bunch of Rocks".

Stamina.MOD <tab> PRE:.CLEAR <tab> PREMULT:1,[PREFEAT:1,Robust],[PRECLASS:1,Super Soldier=1]

The Stamna feat is modified to remove all PRE tags and replace with the following.


*** New 5.13.6

Tag Name: PREPCLEVEL:x,y

Variables Used (x): MIN=Number or formula (Minimum total level).

Variables Used (y): MAX=Number or formula (Maximum total level).

What it does:

Example:

PREPCLEVEL:MAX=1

Character must be no greater than 1st level. This can be used to qualify feats which can only be taken as a 1st level character. A character with racial hitdice (monster levels) but only 1 or no character class levels will still qualify.

PREPCLEVEL:MIN=5

Character must be at least 5th level.

PREPCLEVEL:MAX=5

Character must be no greater than 5th level.

PREPCLEVEL:MIN=5,MAX=10

Character must be at least 5th level but no greater than 10th level.

!PREPCLEVEL:MIN=2,MAX=4

Character must NOT be 2nd, 3rd or 4th level.


*** Updated 5.13.12

Tag Name: PREPOINTBUYMETHOD:x,y,y

Variables Used (x): Number (Number of required point-buy methods)

Variables Used (y): Text (Pointbuy method)

What it does:

Examples:

PREPOINTBUYMETHOD:1,Standard

Sets a prerequisite of "Standard" for the point-buy saved method.

PREPOINTBUYMETHOD:1,Standard,High-powered

Sets a prerequisite of "Standard" or "High-powered" for the point-buy saved method.


*** New 5.15.8

Tag Name: PREPROFWITHARMOR:x,y,y

Variables Used (x): Number (The number of armor proficiencies needed).

Variables Used (y): Text (The name of a Armor Prof).

Variables Used (y): TYPE.Text (The type of Armor prof).

What it does:

Checks for Armor proficiency requirements.

Examples:

PREPROFWITHARMOR:1,Chainmail,Full Plate

Character must be proficient with either "Chainmail" or "Full Plate".

PREPROFWITHARMOR:1,TYPE.Medium

Character must be proficient with Medium armor.


*** NEW 5.15.8

Tag Name: PREPROFWITHSHIELD:x,y,y

Variables Used (x): Number (The number of shield proficiencies needed).

Variables Used (y): Text (The name of a shield proficiency).

Variables Used (y): TYPE.Text (The type of shield proficiency).

What it does:

Checks for shield proficiency requirements.

Examples:

PREPROFWITHSHIELD:1,Buckler,Large Shield

Character must be proficient with either "Buckler" or "Large Shield".

PREPROFWITHSHIELD:1,TYPE.Tower

Character must be proficient with Tower shields.


*** Updated 5.9.5

Tag Name: PRERACE:x,y,y

Variables Used (x): Number (The number of racial properties which must be met).

Variables Used (y): Text (The name of a race).

Variables Used (y): TYPE=Text (The name of a race type defined by the race TYPE tag).

Variables Used (y): RACETYPE=Text (The name of a race type defined by the race RACETYPE tag).

Variables Used (y): RACESUBTYPE=Text (The name of a race subtype defined by the race RACESUBTYPE tag).

What it does:

The character must be one of the listed races or possess one of the racial properties.

TYPE=<Text> can be used to check types set by the race TYPE tag.

RACETYPE=<Race Type> can be used to check racial types such as Humanoid, Giant and Outsider.

RACESUBTYPE=<Race Subtype> can be used to check racial subtypes such as Air, Evil and Extraplanar.

The wildcard character (%) can be used to include any text, for example Elf% will include any race name which begins with Elf. Without the wildcard character the race name must match exactly.

Enclosing a selection in square brackets ([ ]) excludes a race. Brackets do not work for the TYPE, RACETYPE and RACESUBTYPE properties.

TYPE.xxx for reference, TYPE=xxx for assignment.

Examples:

PRERACE:1,Dwarf,Elf,Human

Character must be a "Dwarf", "Elf" or "Human".

PRERACE:1,Elf%,[Elf (aquatic)]

Character must be one of the "Elf" races, except "Elf (aquatic)".

PRERACE:1,TYPE=Dire

Character's race type must be "Dire".

PRERACE:1,RACETYPE=Giant

Character's race type must be "Giant".

!PRERACE:1,RACETYPE=Outsider

Character's race type must not be "Outsider".

PRERACE:1,RACESUBTYPE=Incorporeal

Character must have the "Incorporeal" subtype.

PRERACE:2,RACETYPE=Undead,RACESUBTYPE=Incorporeal

Character must have both a race type of "Undead" and a subtype of "Incorporeal".

PRERACE:1,%

This will pass if any race has been chosen but will fail if no race has been selected.

!PRERACE:1,%

This will pass if no race has been selected.

PRERACE:TYPE=Humanoid

This will pass if a humanoid race has been selected.

CLASS:Sorcerer.MOD <tab> !PRERACE:Human

This will pass if no Human race has been selected.


*** New 5.11.6

Tag Name: PREREACHx:y

Variables Used (x): EQ (Equals).

Variables Used (x): GT (Greater Than).

Variables Used (x): GTEQ (Greater Than or Equal to).

Variables Used (x): LT (Less Than).

Variables Used (x): LTEQ (Less Than or Equal to).

Variables Used (x): NEQ (Not Equal to).

Variables Used (y): Number (The reach to be compared to).

What it does:

Makes the character's reach a prerequisite.

Example:

PREREACH:10

Character must have at least a reach of 10 ft..

PREREACHEQ:5

Character must have a reach of exactly 5 ft..


Tag Name: PREREGION:x

Variables Used (y): Text (The region name).

What it does:

Character's home region must match the listed text.

Examples:

PREREGION:Slithe

Character must hail from the "Slithe" region.


Tag Name: PRERULE:x,y

Variables Used (x): Number (Number of rules required)

Variables Used (y): Text (Rule name)

What it does:

Example:

PRERULE:1,SYS_WTPSK

The rule WeightPenaltyToSkill must be checked for this to apply.


Tag Name: PRESA:x,y,y

Variables Used (x): Number (The number of Special Abilities a character must have).

Variables Used (y): Text (The name of an Special Abilities).

What it does:

Example:

PRESA:1,Turn undead,Rebuke undead,Smite Evil

Character must have any one of "Turn Undead", "Rebuke Undead" or "Smite Evil".

CLASS:Mystic Theurge.MOD <tab> !PRESA:1,Theurgy

Character must not have any Special Abilities of "Theurgy".


PRESIZE

Require the character is a particular size category, or in a particular range of size categories.

Status

Syntax

PRESIZEoperator:size

operator is a comparison operator from the list EQ , LT , LTEQ , GT , GTEQ , or NEQ . The comparison operator is written as part of the tag name, i.e. PRESIZELTEQ . See comparison operators
for more details.

The operator is written as part of the tag name, i.e. PRESIZENEQ or PRESIZEGTEQ .

size is one of the SIZENAME s defined in the "game mode", i.e. /system/gameModes/35e/sizeAdjustment.lst . For the 35e game mode the SIZENAMES are:

Examples

  1. PRESIZEGTEQ:S

    Require the character is at least small-sized.

  2. PRESIZELT:S

    Require that the character is fine, diminutive, or tiny.

  3. PREMULT:2,[PRESIZEGTEQ:S],[PRESIZELTEQ:L]

    Require the character to be small, medium, or large.

    Alternately, PREMULT:1,[PRESIZEEQ:S],[PRESIZEEQ:M],[PRESIZEEQ:L] would do the same thing.


Tag Name: PRESKILL:x,y=z,y=z

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

Variables Used (y): Text (Skill name)

Variables Used (y): TYPE.Text (Skill type)

Variables Used (z): Number (Skill ranks)

What it does:

Examples:

PRESKILL:1,Spot=10,Listen=10

Character must have at least 10 ranks in either "Spot" or "Listen".

PRESKILL:2,TYPE.Spy=2,TYPE.Spy=2

Character must have two "Spy" skills with at least two ranks in each of them.

PRESKILL:3,Appraise=3,Decipher Script=3,Knowledge (TYPE=Other)=3

Character must have three skills with at least three ranks in each of them.


Tag Name: PRESKILLMULT:x,y=z,y=z

Variables Used (x): Number (The number of skills that must be equal to or greater than the numbers specified for the check to succeed).

Variables Used (y): Text (A defined skill name).

Variables Used (y): TYPE=Text (A defined skill type).

Variables Used (z): Number (The number of ranks the associated skill must meet or exceed).

What it does:

NOTE: This tag has some problems. It will work in some files but not all.

Example:

PRESKILLMULT:1,Spot=10,Listen=10

Character must have a Spot or Listen at 10 or above.


*** New 6.03.00

Tag Name: PRESKILLSIT:w,x,y=z,y=z

Variables Used (w): Number (Number of skills)

Variables Used (x): SKILL=Text (Skill name)

Variables Used (y): Text (Situation)

Variables Used (z): Number, Variable, or Formula (Skill ranks)

What it does:

Sets situational skill requirements.

Examples:

PRESKILLSIT:1,SKILL=Spot,Woodlands=10

Character must have at least 10 ranks in "Spot (Woodlands)".


Tag Name: PRESKILLTOT:x,x=y

Variables Used (x): Text (skill name).

Variables Used (x): TYPE=Text (skill type).

Variables Used (y): Number (total non-bonus skill ranks required).

What it does:

Example:

PRESKILLTOT:Spot,Listen,Search=30

Character must have a total of 30 non-bonus ranks between Spot, Search, and Listen skills.


Tag Name: PRESPELL:x,y,y

Variables Used (x): Number (The number of spells required).

Variables Used (y): Text (The name of a spell).

What it does:

Sets spell requirements.

Example:

PRESPELL:1,Magic Missile,Lightning Bolt

Character must have either Magic Missile OR Lightning Bolt in their spell list.


Tag Name: PRESPELLBOOK:x

Variables Used (x) : YES

Variables Used (x) : NO

What it does:

Sets spellbook requirements.

Examples:

PRESPELLBOOK:YES

At least one of the character's classes must use spell books.

PRESPELLBOOK:NO

None of the character's classes can use spell books.


Tag Name: PRESPELLCAST:x=y

Variables Used (x): MEMORIZE (Set requirements based on memorization).

Variables Used (x): TYPE (Set requirements based on spelltype).

Variables Used (y): Y (Yes - used with MEMORIZE).

Variables Used (y): N (No - used with MEMORIZE).

Variables Used (y): Text (A spelltype - used with TYPE).

What it does:

Basically each label=value pair is processed, and as the character's classes fail to meet that pair, the class is removed from the list. After all the label=value pairs have been processed, if the character has any classes remaining (meaning they meet all the requirements), then this prerequisite is met.

Examples:

PRESPELLCAST:MEMORIZE=Y

Character's class must have to memorize spells.

PRESPELLCAST:MEMORIZE=N

Character's class must NOT have to memorize spells.

PRESPELLCAST:TYPE=Arcane

Character must be able to cast arcane spells.

PRESPELLCAST:TYPE=Divine

Character must be able to cast divine spells.

PRESPELLCAST:TYPE=Arcane,TYPE=Divine

Character must be able to cast arcane/divine spells.


Tag Name: PRESPELLDESCRIPTOR:x,y=z

Variables Used (x): Number (Number of spells known)

Variables Used (y): Text (Spell descriptor)

Variables Used (z): Number (Minimum spell level)

What it does:

Sets spell descriptor requirements. (i.e. Fire, Acid, Sonic, Evil, Good, Mind-Affecting, etc.)

Example:

PRESPELLDESCRIPTOR:4,Mind-Affecting=3

Character must have at least four 3rd level or higher Mind-Affecting spells to meet the requirement.

Deprecated Syntax:

PRESPELLDESCRIPTOR:y,x,z


*** NEW 5.12

Tag Name: PRESPELLSCHOOL:x,y=z,y=z

Variables Used (x): Number (Number of spells known)

Variables Used (y): Text (Name of a school of magic).

Variables Used (z): Number (Minimum spell level)

What it does:

Example:

PRESPELLSCHOOL:3,Necromancy=2

Character must have at least three 2nd level or higher Necromancy spells to meet the requirement.


*** Updated 5.12

Tag Name: PRESPELLSCHOOLSUB:x,y=z,y=z

Variables Used (x): Number (Number of spells known)

Variables Used (y): Text (Name of sub-school of magic.)

Variables Used (z): Number (Minimum spell level)

What it does:

Example:

PRESPELLSCHOOLSUB:3,Creation=2

Character must have at least three 2nd level "Creation" spells to meet the requirement.


*** Updated 5.10

Tag Name: PRESPELLTYPE:x,y=z

Variables Used (x): Number (Number of spells known).

Variables Used (y): Arcane (Arcane type spells).

Variables Used (y): Divine (Divine type spells).

Variables Used (y): Psionic (Psionic type spells).

Variables Used (y): ANY (Any type of spell).

Variables Used (z): Number (Spell level).

What it does:

Example:

PRESPELLTYPE:4,Arcane=5

Character must have at least four 5th level arcane spells to meet the requirement.

PRESPELLTYPE:1,Arcane=3,Divine=3,Psionic=3

Character must have at least one 3rd level spell from any of the "Arcane", "Divine", or "Psionic" types.

PRESPELLTYPE:1,Arcane=3 <tab> PRESPELLTYPE:1,Divine=3

Character must have at least one 3rd level "Arcane" type spell and one 3rd level "Divine" type spell.


Tag Name: PRESRx:y

Variables Used (x): EQ (Equals).

Variables Used (x): GT (Greater Than).

Variables Used (x): GTEQ (Greater Than or Equal to).

Variables Used (x): LT (Less Than).

Variables Used (x): LTEQ (Less Than or Equal to).

Variables Used (x): NEQ (Not Equal to).

Variables Used (y): Number (The minimum Spell Resistance required).

What it does:

Makes a character's spell resistance (not including SR from equipment) a prerequisite.

Example:

PRESRGTEQ:10

Character must have spell resistance of 10 or greater.

PRESREQ:10

Character must have spell resistance of exactly 10.


Tag Name: PRESTAT:x,y=z,y=z

Variables Used (x): Number (The number of stats that must match).

Variables Used (y): Text (The stats abbreviation - as defined in statsandchecks.lst).

Variables Used (z): Number (The minimum value of the stat).

What it does:

Sets stat requirements.

Examples:

PRESTAT:1,STR=18

Character must have an 18 Strength to meet the requirement.

PRESTAT:1,STR=18,WIS=18

Either STR or WIS at 18 - one of the two listed must meet the requirements.

PRESTAT:2,STR=18,WIS=18

BOTH STR and WIS at 18 - two of the two listed must meet the requirements.

PRESTAT:1,STR=15,WIS=13

Either STR at 15 or WIS at 13 - one of the two listed must meet the requirements.

PRESTAT:2,STR=13,INT=10,CHA=13

Either STR at 13, INT at 10 or CHA at 13 - two of the three listed must meet the requirements.


Tag Name: PRESUBCLASS:x,y,y

Variables Used (x): Number (number of needed occurrences).

Variables Used (y): Text (Subclass Name).

What it does:

Sets subclass requirements.

Examples:

PRESUBCLASS:1,Evoker,Abjurer,Enchanter,Illusionist

Character must be one of the listed subclasses.


Tag Name: PRETEMPLATE:x,y,y

Variables Used (x): Number (Number of templates required)

Variables Used (y): Text (Template name)

What it does:

Example:

PRETEMPLATE:1,Celestial,Fiendish

Character must be either "Celestial" or "Fiendish".

PRETEMPLATE:1,Feral%

Character must be any subrace of Feral.


Tag Name: PRETEXT:x

Variables Used (x): Text (Explanation of requirement)

What it does:

This is used when there are special requirements which are not covered by another PRExxx tag.

Mainly used for feats the text is displayed in the same field as the other pre-requisites.

This tag in itself does not disqualify anything but alerts the player to the additional pre-requisites.

Example:

PRETEXT:Character must make a sacrifice of bananas to the Monkey God.

Explains what additional requirements are needed for the character to qualify.


*** New 6.03.x

Tag Name: PRETOTALAB:x

Variables Used (x): Number (Integer)

What it does:

This sets the total attack bonus requirement and considers both the base attack bonu and the epic attack bonus.

Example:

PRETOTALAB:21

Required total attack bonus is 21.


Tag Name: PRETYPE:x,y,y

Variables Used (x): Number (Number of types required)

Variables Used (y): Text (Type)

What it does:

Examples:

PRETYPE:1,Elemental,Fey,Outsider

Type must either "Elemental", "Fey" or "Outsider".

PRETYPE:2,Humanoid,Undead

Character must be an "Undead Humanoid".

PRETYPE:1,Heavy

Object must have the type "Heavy".


Tag Name: PREUATT:x

Variables Used: Number (Unarmed Attack Bonus number).

What it does:

Number indicates the minimum unarmed base attack bonus.

Example:

PREUATT:4

This would apply only if the PC had minimum unarmed attack bonus of 4.


PREVAR

Requires that a VAR variable has a certain value or range of values.

Status

Syntax

PREVARoperator:varname,value

operator is a comparison operator from the list EQ , LT , LTEQ , GT , GTEQ , or NEQ . The comparison operator is written as part of the tag name, i.e. PREVARLTEQ . See comparison operators for more details.

varname is the name of a variable - as used in a DEFINE: or BONUS:VAR statement.

value is the value the variable is to be compared to.

Examples

  1. PREVARGT:Rage,4

    Character must have a variable 'Rage' with a value greater than four.

  2. PREVARGT:SneakAttack,5

    Character must have a variable 'Sneak Attack' with a value greater than five.

  3. PREVARGT:SneakAttack,5,Rage,4

    Character must have a variable 'SneakAttack' with a value greater than five and a variable 'Rage' with a value greater than four.


Tag Name: PREVISION:x,y=z,y=z

Variables Used (x): Number (Number of matching vision types)

Variables Used (y): Text (Vision type)

Variables Used (z): Number (Distance for related vision type)

Variables Used (z): ANY

What it does:

Examples:

PREVISION:2,Normal=ANY,Darkvision=ANY

Character must have both Normal and Darkvision.

PREVISION:1,Blindsight=30,Darkvision=30

Character must have either Blindsight or Darkvision at least 30.

PREVISION:1,Low-Light=ANY

Character must have low-light vision to any distance.


*** Updated 5.13.0

Tag Name: PREWEAPONPROF:x,y,y

Variables Used (x): Number (Number of matching proficiencies).

Variables Used (y): Text (Weapon proficiency name).

Variables Used (y): TYPE.Text (Weapon Proficiency type).

Variables Used (y): DEITYWEAPON (Deities favored weapon).

What it does:

Examples:

PREWEAPONPROF:2,Kama,Katana

Character must have proficiency with both the "Kama" and the "Katana".

PREWEAPONPROF:1,TYPE.Exotic

Character must have a weapon proficiency of type "Exotic".

PREWEAPONPROF:1,TYPE.Martial,Chain (Spiked)

Character must have either a weapon proficiency of type "Martial" or proficiency with "Chain (Spiked)".

PREWEAPONPROF:1,DEITYWEAPON

Character must have proficiency with one of the chosen deity's favored weapons.


Misc PRExxx Stuff


Tag Name: PRE:.CLEAR

Variables Used: .CLEAR

What it does:

Clear all prerequisites.

Example:

PRE:.CLEAR

Clears all prerequisites.


Tag Name: PRExxx:Q:data

Variables Used: Q

What it does:

This is a variation on any PRE tag listed above. Adding a Q: between the tag and it's data will cause it to take precedence over the QUALIFY tag. Thus allowing QUALIFY to null out some but not all prereqs.

Example:

QUALIFY:Whirlwind Attack (In Template)

PRESTAT:Q:1,DEX=13 (In Whirlwind Attack Feat)

If you have QUALIFY:Whirlwind Attack in a template (which means the character ignores all the prereqs), but you still want the DEX prereq to be enforced, you would edit the PRE in the Whirlwind Attack feat to read as above.