The Ability files are used to identify and implement the individual class/racial abilities that make up each character.
The first field is the Ability Name, this is a required field and does not have a tag.
This section is broken into three subsections. The first, the Ability File Tags subsection, lists the new ability file tags, the second subsection, Global Ability Tags , and the third subsection, Other Ability Tags , lists the tags located elsewhere in the PCGen documentation.
Tag Name: ADDSPELLLEVEL:x
Variables Used (x): Number (Increase in spell slot level)
What it does:
.MOD
tag, given an existing
ADDSPELLLEVEL
tag, the data included in a new
ADDSPELLLEVEL
tag will overwrite the existing tag
data.
Example:
ADDSPELLLEVEL:2
A spell with this metamagic ability applied to it takes up a slot two levels higher than the normal spell.
.MOD Example:
Initial Ability:
CATEGORY=<category
name>|<ability name> <tab>
ADDSPELLLEVEL:1
Modified By:
CATEGORY=<category
name>|<ability name> <tab>
ADDSPELLLEVEL:2
Is Equivalent To:
CATEGORY=<category
name>|<ability name> <tab>
ADDSPELLLEVEL:2
Modified ability applied to a spell will cause the spell to take up a slot two levels higher than the normal spell.
*** Deprecated 6.05.01 - use FACT
Tag Name: APPLIEDNAME:x
Variables Used (x): Text (An adjective to be prefixed to a spell modified by this ability)
What it does:
This tag is used in metamagic abilities to give an addribute that can modify the spell name./p>
Example:
APPLIEDNAME:Empowered
A spell with this metamagic ability applied to it gets the word "Empowered" prefixed to the spell name.
Tag Name: ASPECT:x|y|z|z
Variables Used (x): Text (Name of Aspect)
Variables Used (y): Text (Value of Aspect)
Variables Used (z): Number or Formula (Substitution value. Optional.)
What it does:
ASPECT
tag.
ASPECT
tag includes a PRExxx tag appended to the end.
ASPECT
tags for the same
"aspect" and PRExxx tags appended to the end of each, the final
value for that aspect will be set by the physically last
ASPECT
tag in the ability line that passes the
prerequisite.
DESC
tag:
%CHOICE
- Will replace the first associated choice
in the object.
%LIST
- Will substitute all choices comma
separated into that parameter.
%NAME
- The
OUTPUTNAME
or name of the
object this
DESC
tag is in.
.MOD
tag, given an existing
ASPECT
tag, the data included in a new
ASPECT
tag will
selectively overwrite the existing tag data or include the separate
tags. Since each aspect name can hold only one value per ability,
modifying an existing
ASPECT
tag will overwrite only
the value of the aspect by that name in the ability, and will add a
separate
ASPECT
tag with a new name.
Example:
ASPECT:Action Type|Standard
Action
Identifies the "Action Type" of an action performed as part of the associated ability as a "Standard Action".
ASPECT:Attack Type|Melee weapon
Identifies the "Attack Type" of an attack performed as part of the associated ability as a "Melee weapon" attack.
ASPECT:Target|One creature
Identifies the "Target" of an action performed as part of the associated ability as "One creature".
ASPECT:Attack|Strength vs. AC
Identifies an "Attack" performed as part of the associated ability as "Strength vs. AC".
ASPECT:Attack Type|Ranged
%1|PowerRange
Identifies the "Attack Type" of an attack performed as part of the associated ability as a "Ranged" attack with a range equivalent to the "PowerRange" variable.
ASPECT:Effect|Double damage to %CHOICE
creatures
Identifies the "Effect" of an action performed as part of the associated ability as "Double damage" to the creature chosen by the associated chooser.
ASPECT:Target|One creature <tab>
ASPECT:Target|Two creatures|PREPCLEVEL:MIN=7,MAX=12 <tab>
ASPECT:Target|Three creatures|PREPCLEVEL:MIN=13
Identifies the "Target" of an action performed as part of the associated ability as "One creature" for characters that are level 1-6, "Two creatures"' for characters level 7-12, and "'Three creatures" for characters level 13 or greater.
.MOD Example (Overwrite):
Initial Ability:
CATEGORY=<category
name>|<ability name> <tab> ASPECT:A1|A2
Modified By:
CATEGORY=<category
name>|<ability name> <tab> ASPECT:A1|A3
Is Equivalent To:
CATEGORY=<category
name>|<ability name> <tab> ASPECT:A1|A3
.MOD Example (Include Separately):
Initial Ability:
CATEGORY=<category
name>|<ability name> <tab> ASPECT:A1|A2
Modified By:
CATEGORY=<category
name>|<ability name> <tab> ASPECT:B1|B2
Is Equivalent To:
CATEGORY=<category
name>|<ability name> <tab> ASPECT:A1|A2 <tab>
ASPECT:B1|B2
Tag Name: BENEFIT:x
Variables Used (x): Text (benefit text)
Variables Used (x): .CLEAR
Variables Used (x): .CLEAR.text (regular expression)
What it does:
BENEFIT
tag.
BENEFIT
tags per line are allowed with
all qualifying
BENEFIT
tags being concatonated for
output and separated by spaces.
.CLEAR
will clear all
BENEFIT
tags.
.CLEAR.(regular expression match)
will clear
specific instances.
BENEFIT
tags will take variable substitution.
BENEFIT
.
%NAME
- The name of the object this
BENEFIT
tag is in.
%FEAT
- Will substitute the descriptions of feats
within the object that match the associated preqrequisites.
%CHOICE
- Will replace the first associated choice
in the object.
%LIST
- Will substitute all choices into that
parameter as a comma-delimited list.
BENEFIT:.CLEAR..*
, or clear all exceptional abilities
by doing
BENEFIT:.CLEAR.\(Ex\)
, or clear everything
that's non-numeric with
BENEFIT:.CLEAR.[A-Za-z]
.
.MOD
tag, given an existing
BENEFIT
tag, the data included in a new
BENEFIT
tag will be
included as a separate tag.
Example:
BENEFIT:This is sample text for the
example purposes
Adds ability benefit.
BENEFIT:Kick Butt (level
3)|PRELEVEL:3
Adds ability description only if the PC is level 3 or higher.
BENEFIT:Assembly ~ 1
table|PREVAREQ:AssemblyTables,1
BENEFIT:Assembly ~ %1
tables|AssemblyTables|PREVARGTEQ:AssemblyTables,2
Adds an ability description which is dependent upon the value of the variable AssemblyTables.
BENEFIT:You get a +2 bonus on all %1
saving throws|%CHOICE
Adds ability description and replaces %1 with the first choice made.
BENEFIT:You get a +3 bonus on all checks
involving %1|%LIST.
Adds ability description, replacing %LIST with all choices made.
BENEFIT:%3 Sneak Attacks per day for
+%1d%2
damage|SneakAttack|SneakAttackDie|SneakAttackTimes
Adds ability description, substituting the variables from the positions specified.
Advanced Combat Martial Arts.MOD
<tab> BENEFIT:.CLEAR <tab> BENEFIT:When the character
scores a critical hit on an opponent with an unarmed strike, the
character deals triple damage
Changes the ability description, substituting the specified text.
.MOD Example (Include Separately):
Initial Ability:
CATEGORY=<category
name>|<ability name> <tab> BENEFIT:Initial benefit
text.
Modified By:
CATEGORY=<category
name>|<ability name> <tab> BENEFIT:New benefit
text.
Is Equivalent To:
CATEGORY=<category
name>|<ability name> <tab> BENEFIT:Initial benefit
text. <tab> BENEFIT:New benefit text.
The output will show the following: "Initial benefit text. New benefit text."
Tag Name: CATEGORY:x
Variables Used (x): Text (Ability category)
What it does:
This is the Ability Category that the ability belongs to. The ability category is a broad group of abilities, defined in the game mode. An ability's key name need only be unique within its category.
Examples:
CATEGORY:SpecialAttack
This ability is part of the "SpecialAttack" ability category.
CATEGORY:Feat
This ability is part of the "Feat" ability category, which is a special case of abilities that can be selected as feats.
CATEGORY=Talent|Uncanny Dodge II.MOD
<tab> PRE:.CLEAR
This ability is part of the "Talent" ability category, which is aimed at the feat of "Uncanny Dodge II" so that it can be modified by removing the PRExxx.
Tag Name: COST:x
Variables Used (x): Number (ability point cost)
What it does:
.MOD
tag, given an existing
COST
tag,
the data included in a new
COST
tag will overwrite the
existing tag data.
Example:
COST:1
Ability costs one ability point.
COST:.5
Ability costs half a ability point.
Default Value:
1
.MOD Example:
Initial Ability:
CATEGORY=<category
name>|<ability name> <tab> COST:2
Modified By:
CATEGORY=<category
name>|<ability name> <tab> COST:1
Is Equivalent To:
CATEGORY=<category
name>|<ability name> <tab> COST:1
Ability costs one ability point.
Tag Name: MULT:x
Variables Used (x): Boolean ('YES' or 'NO')
What it does:
CHOOSE
tag.
.MOD
tag, given an existing
MULT
tag,
the data included in a new
MULT
tag will overwrite the
existing tag data.
Example:
MULT:YES
This Ability can be taken multiple times.
Default Value:
NO
.MOD Example:
Initial Ability:
CATEGORY=<category
name>|<ability name> <tab> MULT:YES
Modified By:
CATEGORY=<category
name>|<ability name> <tab> MULT:NO
Is Equivalent To:
CATEGORY=<category
name>|<ability name> <tab> MULT:NO
Modified ability cannot be taken multiple times.
Tag Name: STACK:x
Variables Used (x): Boolean ('YES' or 'NO')
What it does:
.MOD
tag, given an existing
STACK
tag, the data included in a new
STACK
tag will
overwrite the existing tag data.
Example:
STACK:YES
The benefits for this ability stack with itself if taken multiple times.
Default Value:
NO
.MOD Example:
Initial Ability:
CATEGORY=<category
name>|<ability name> <tab> STACK:YES
Modified By:
CATEGORY=<category
name>|<ability name> <tab> STACK:NO
Is Equivalent To:
CATEGORY=<category
name>|<ability name> <tab> STACK:NO
The benefits for the modified ability will not stack with itself if taken multiple times.
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Template Name)
What it does:
%LIST
in conjunction with a
CHOOSE
tag.
Example:
TEMPLATE:Incorporeal|Undead|Celestial
The ability applies the "Incorporeal", "Undead" and "Celestial" templates.
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:CHOOSE
tag.
TEMPLATE:ADDCOICE
tag as part of a
.MOD
of a Race object that containes multiple
TEMPLATE:CHOOSE
tags, all instances of the
TEMPLATE:CHOOSE
tag will be modified.
Example:
TEMPLATE:ADDCHOICE:Demihuman|Beast
The ability 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:
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
Class
,
Race
, and
Template
files.
Example:
TEMPLATE:CHOOSE:Celestial|Outsider
The ability allows the selection of either the "Celestial" or "Outsider" template.
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 ability name in PCGen and on
export to a character sheet.
NO
- Hides the ability name in PCGen and on export
to a character sheet.
DISPLAY
- Displays the ability name in PCGen but
not on the character sheet.
EXPORT
- Hides the ability 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 ability name in PCGen and on the Output sheet.
.MOD Example:
Initial Ability:
CATEGORY=<category
name>|<ability name> <tab> VISIBLEE:YES
Modified By:
CATEGORY=<category
name>|<ability name> <tab>
VISIBLE:DISPLAY
Is Equivalent To:
CATEGORY=<category
name>|<ability name> <tab>
VISIBLE:DISPLAY
Modified ability will appear in the GUI but will not appear on the output sheet.
These are not true global tags as the tags in the previous section are. Though they occur in other files, they have an impact on abilities and are being included here to make them easier to locate and understand.