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.
This space is reserved for a basic introduction to building templates.
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:
.MOD
tag, given an existing
ADDLEVEL
tag, the data included in a new
ADDLEVEL
tag will be
included as if it were a separate tag.
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:
.MOD
tag, given an existing
BONUSSKILLPOINTS
tag, the data included in a new
BONUSSKILLPOINTS
tag will overwrite the existing tag
data.
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.
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:
.MOD
tag, the data included in this tag will be
overwritten by the new
CHOOSE:LANGAUTO
tag if one is
included in the modification.
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:
.MOD
tag, given an existing
CR
tag,
the data included in a new
CR
tag will overwrite the
existing tag data.
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:
.MOD
tag, given an existing
FACE
tag,
the data included in a new
FACE
tag will overwrite the
existing tag data.
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:
.MOD
tag, given an existing
FAVOREDCLASS
tag, the data included in a new
FAVOREDCLASS
tag will be appended to the existing tag
data.
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 is deprecated. Use
ABILITY
instead.
FEAT
tags have been
deprecated
and replaced by the
ABILITY
system, which is more general. The
ABILITY
system can model feats, racial features, class
features, traits, flaws, temporary bonuses, and so on, all using a
common format.
Tag Name: FEAT:x|x
Variables Used (x): Text (Feat Name)
What it does:
OUTPUTNAME
of
feats and should NOT be used in the feat list for this tag.
.MOD
tag, given an existing
FEAT
tag,
the data included in a new
FEAT
tag will overwrite the
existing tag data.
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.
Tag Name: GENDERLOCK:x
Variables Used (x): Text (Gender)
What it does:
.MOD
tag, given an existing
GENDERLOCK
tag, the data included in a new
GENDERLOCK
tag will overwrite the existing tag
data.
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:
.MOD
tag, given an existing
HANDS
tag, the data included in a new
HANDS
tag will
overwrite the existing tag data.
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".
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:
.MOD
tag, given an existing
HD
tag,
the data included in a new
HD
tag will be included as
if it were a separate tag.
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.
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:
MIN
and
MAX
parameters in the
DIESIZES
tag.
MIN
and
MAX
settings and
use the full range of die sizes specified by the
DIESIZES
tag.
HITDIE
can be qualified with a Class or Class type
in which case it will only be applied to the matching classes.
.MOD
tag, given an existing
HITDIE
tag, the data included in a new
HITDIE
tag will
overwrite the existing tag data.
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:
.MOD
tag, given an existing
LANGBONUS
tag, the data included in a new
LANGBONUS
tag will be
appended to the existing tag data.
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:
.MOD
tag, given an existing
LEGS
tag, the
data included in a new
LEGS
tag will overwrite the
existing tag data.
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.
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:
ABILITY
-
Ability
CR
-
Challenge Rating
DR
-
Damage
Reduction
FEAT
-
Feat
MOVE
-
Move
SAB
-
Special
Ability
SR
-
Spell
Resistance
.MOD
tag, given an existing
LEVEL
tag, the data included in a new
LEVEL
tag will be
included as if it were a separate tag.
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.
Tag Name: LEVELADJUSTMENT:x
Variables Used (x): Number or Formula (Level Adjustment)
What it does:
.MOD
tag, given an existing
LEVELADJUSTMENT
tag, the data included in a new
LEVELADJUSTMENT
tag will overwrite the existing tag
data.
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:
.MOD
tag, given an existing
NONPP
tag, the data included in a new
NONPP
tag will
overwrite the existing tag data.
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.
Tag Name: RACESUBTYPE:x|x
Variables Used (x): Text (Creature Subtype)
Variables Used (x): .REMOVE.Text (Removes Creature Subtypes)
What it does:
.MOD
tag, given an existing
RACESUBTYPE
tag, the data included in a new
RACESUBTYPE
tag will
be appended to the existing tag data.
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".
Tag Name: RACETYPE:x
Variables Used (x): Text (Creature Type)
What it does:
.MOD
tag, given an existing
RACETYPE
tag, the data included in a new
RACETYPE
tag will
overwrite the existing tag data.
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:
.MOD
tag, given an existing
REACH
tag, the data included in a new
REACH
tag will
overwrite the existing tag data.
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:
.MOD
tag, given an existing
REGION
tag, the data included in a new
REGION
tag will
overwrite the existing tag data.
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:
.MOD
tag, given an existing
REMOVABLE
tag, the data included in a new
REMOVABLE
tag will
overwrite the existing tag data.
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.
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:
SR
,
SAB
,
DR
,
CR
, and
FEAT
, each with its own suntax
and parameter requirements.
.MOD
tag, given an existing
REPEATLEVEL
tag, the data included in a new
REPEATLEVEL
tag will be included as if it were a
separate tag.
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.
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:
.MOD
tag, given an existing
SIZE
tag,
the data included in a new
SIZE
tag will overwrite the
existing tag data.
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:
SUBRACE
should only be used once in a template
line.
.MOD
tag, given an existing
SUBRACE
tag, the data included in a new
SUBRACE
tag will
overwrite the existing tag data.
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:
.MOD
tag, given an existing
SUBREGION
tag, the data included in a new
SUBREGION
tag will
overwrite the existing tag data.
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".
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Template Name)
Variables Used (x): TYPE=Text (Valid Template Type)
What it does:
%LIST
in conjunction with a
CHOOSE
tag.
Example:
TEMPLATE:Incorporeal|Undead|Celestial
The character is given the "Incorporeal", "Undead" & "Celestial" templates.
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used (x): Text (Template Name)
Variables Used (x): TYPE=Text (Valid Template Type)
What it does:
TEMPLATE:CHOOSE
tag.
TEMPLATE:ADDCOICE
tag as part of a
.MOD
of a Template object that containes multiple
TEMPLATE:CHOOSE
tags, all instances of the
TEMPLATE:CHOOSE
tag will be modified.
Example:
TEMPLATE:ADDCHOICE:Demihuman|Beast
The character has "Demihuman" and "Beast" added to the choice list.
Tag Name: TEMPLATE:CHOOSE:x|x
Variables Used (x): Text (Template Name)
Variables Used (x): TYPE=Text (Valid Template Type)
What it does:
TEMPLATE:CHOOSE
tags can be used in the
same LST object but PCGen's current Data Standard is to include no
more that one in each LST object.
TEMPLATE:CHOOSE
tag is not a gobal tag
it can be used in the
Ability
,
Class
, and
Race
files.
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:
YES
- Shows the Template name in PCGen and on
export to a character sheet
NO
- Hides the Template name in PCGen and on
export to a character sheet.
DISPLAY
- Displays the Template name in PCGen but
not on the character sheet.
EXPORT
- Hides the Template name from PCGen but
displays it on the character sheet.
.MOD
tag, given an existing
VISIBLE
tag, the data included in a new
VISIBLE
tag will
overwrite the existing tag data.
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.
Tag Name: WEAPONBONUS:x|x
Variables Used (x): Text (Weapon Name)
Variables Used (x): TYPE.Text (Weapon Type)
What it does:
.MOD
tag, given an existing
WEAPONBONUS
tag, the data included in a new
WEAPONBONUS
tag will be appended to the existing tag
data.
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.