# Starting Kit Files

## Source and Header Information Tags

*** Updated 5.9.3

Tag Name: REGION:x

Variables Used (x): Text (Region Name or None)

What it does:

- This sets a prerequisite region for all kits below the tag.
- You can use multiple REGION tags in a kit file. Each time it is used it will apply to the kits listed below it.
- A characters Region may be set using the REGION global tag or with a REGION tag found within a template.
- This tag is now optional in kit files.

Example:

`REGION:Europa`

Character must be from region Europa to apply any kits in the file.

`REGION:None`

There is no region prerequisite for these kits.

## Main Body Tags

All Main Body Tags are fully capable of being limited by the use of PRExxx tags.

Many of these tags grant things to the character only if they can obtain it legally.

This means that if you cannot afford all the gear in the list, that the kit will purchase as much as possible until you run out of money, but if you have previously gone to the inventory screen and set the program to make all purchases cost zero, then that is perfectly fine, the kit will purchase everything for zero.

Or if the kit is set to try to give you a feat which would normally be unavailable to you, but you have set the program options to ignore requirements, then that is fine, the kit will give you the feat.

Tag Name: STARTPACK:x

Variables Used (x): Text (Kit name)

What it does:

- This MUST be the FIRST line of a new kit definition.
- Starts creation of a new kit.
- All lines following this one are considered part of this kit until a new STARTPACK tag, or the end of the file, is encountered.

Example:

`STARTPACK:Bar1`

Would create a new available kit called "Bar1".

*** New 5.11.11

Tag Name: ABILITY:CATEGORY=x|y|y

Variables Used (x): Text (Ability Category name)

Variables Used (y): Text (Ability name)

Variables Used (y): TYPE=Text (Ability TYPE)

What it does:

- A pipe (|) delimited list of abilities.
- Presents the list as a choice to the user.
- Grants the chosen abilities.
- Note: While multiple categories can be defined currently, this syntax is strongly discouraged as the results may be unpredictable.

Example:

`ABILITY:CATEGORY=FEAT|Weapon Focus (Greataxe)`

Would grant the "Greataxe Weapon Focus" feat.

`ABILITY:CATEGORY=FEAT|Dodge PRESTAT:1,DEX=13`

Would grant "Dodge" if the character has a Dexterity of at least 13.

`ABILITY:CATEGORY=FEAT|Dodge|Improved Initiative`

Would grant the choice of Dodge or Improved Initiative.

`ABILITY:CATEGORY=FEAT|TYPE=ItemCreation`

Would grant the choice of an ItemCreation type feat.

`ABILITY:CATEGORY=Salient Divine Ability|Alter Size`

Would grant the Alter Size salient divine ability.

`ABILITY:CATEGORY=Salient Divine Ability|Alter Size|Divine Blessing`

Would grant a choice of the Alter Size and Divine Blessing salient divine abilities.

`ABILITY:CATEGORY=Salient Divine Ability|Alter Form<tab>FREE:YES`

Would grant the Alter Form salient divine ability without charging the salient divine ability pool.

*** New 5.9.7

Tag Name: ABILITY:PROMPT:FEAT(x)|CHOICE:y

Variables Used (x): Text (Feat choices)

Variables Used (y): Text (Feat to select)

What it does:

The `ABILITY` tag is used to select the choice presented by an `ADD:FEAT` chooser in a class level line. The Feat choices parameter must match the choices used in the `ADD:FEAT` this `ABILITY` is selecting for. The Feat to select should be a valid selection but this is not checked by the kit.

Where it is used:

Lines starting with LEVELABILITY.

Example:

`LEVELABILITY:Ranger=1 <tab> ABILITY:PROMPT:FEAT(TYPE.Favored Enemy)|CHOICE:Favored Enemy (Humanoid (Elf))`

Selects Humanoid (Elf) as a ranger's first favored enemy selection.

*** New 5.9.3

Tag Name: ALIGN:x|x

Variables Used (x): Text (Alignment abbreviation)

What it does:

Sets the Alignment of the PC. If the tag specifies multiple options a pop up window allows the user to select one.

Examples:

`ALIGN:LG|NG|CG`

Grants a choice of any good alignment.

`ALIGN:CE`

Sets the alignment to Chaotic Evil.

*** New 5.9.6

Tag Name: APPLY:x

Variables Used (x): Text (INSTANT or PERMANENT)

What it does:

Selects if the selection of this kit is stored with the character or not.

- PERMANENT - means the kit will be stored with the character that selects it and will not be available to be selected again. (This is the default setting).
- INSTANT - means the kit will not be stored and can be selected any number of times.

Where it is used:

APPLY can only be used on `STARTPACK` lines.

Examples:

`APPLY:INSTANT`

Sets this kit to be usable multiple times.

*** New 5.9.3

Tag Name: CLASS:x LEVEL:y

Variables Used (x): Text (Class name)

Variables Used (y): Number (Levels to add)

What it does:

Grants the class and levels indicated to the character if they can legally attain them.

Examples:

`CLASS:Warrior <tab> LEVEL:2`

Would grant the character two levels of the Warrior class.

`CLASS:Fighter <tab> LEVEL:4 <tab> PRECLASS:1,Fighter=1`

Would grant four levels of Fighter if the character has at least one level in Fighter already.

*** New 5.8

Tag Name: COUNT:x

Variables Used (x): Number (Maximum number of choices to allow)

What it does:

- Sets the maximum number of choices that can be made from the list.
- This tag is optional; if not present it defaults to one.

Where it is used:

COUNT must be used in lines that start with DOMAIN, FEAT, PROF, or SPELLS. This tag will have no effect unless the primary tag contains a list.

Examples:

`FEAT:Dodge|Improved Initiative|Alertness <tab> COUNT:2`

Would allow the choice of two of Dodge, Improved Initiative, and Alertness.

`PROF:Longsword|Rapier|Longbow|Shortbow <tab> COUNT:2`

Would allow the choice of two of Longsword, Rapier, Longbow, and Shortbow.

`SPELLS:LEVEL=1 <tab> COUNT:2`

Would allow the choice of two first level spells.

*** New 5.9.3

Tag Name: DEITY:x

Variables Used (x): Text (Name of Deity)

What it does:

Sets characters Deity if qualified.

Example:

`DEITY:Kong`

Sets characters Deity to "Kong".

*** New 5.9.3

Tag Name: DOMAIN:x|x

Variables Used (x): Text (Domain Name)

What it does:

Sets characters Domains if qualified. COUNT can be used to limit the number of choices granted by the kit. If not present the character can take as many as he is normally allowed

Where it is used:

DOMAIN must be used in lines that start with DEITY.

Example:

`DOMAIN:Animal`

Sets the characters Domain to "Animal" if qualified.

*** New 5.9.2

Tag Name: EQMOD:x|y|y.x|y|y

Variables Used (x): Text, period delimited (Equipment modifier name)

Variables Used (y): Text, pipe delimited (Modifiers applied to the equipment modifier name)

What it does:

- A period (.) delimited list of equipment modifiers.
- Each element is a pipe (|) delimited list of strings.
- It calls an equipment mod to be applied to the base item.
- It will take the base item, and automatically apply the equipmod.

Where it is used:

EQMOD must be used in lines that start with GEAR.

Example:

`EQMOD:Bane.Holy.Keen`

The equipment modifiers "Bane", "Holy" and "Keen" (as seen in the item customizer in PCGen) are added to the granted equipment item.

`EQMOD:KEEN.BANE|Undead` or `EQMOD:BANE|Undead.KEEN`

Bane Undead is added to the item.

`EQMOD:ABILITYPLUS|STR+2`

Applies a +2 STR bonus to the char when using the item.

*** New 5.8

Tag Name: EQUIPBUY:x

Variables Used (x): Number (Percentage)

What it does:

This sets the percentage that the total cost of all the gear in the kit is discounted (or inflated by). If set to 0 the gear is granted for free.

Where it is used:

EQUIPBUY must be used in lines that start with STARTPACK.

Example:

`EQUIPBUY:0`

The gear granted by the KIT is free.

`EQUIPBUY:50`

The gear granted by the KIT is granted for half the normal cost.

`EQUIPBUY:200`

The gear granted by the KIT is granted for twice the normal cost.

*** Updated 5.9.7

Tag Name: FEAT:x|x

Variables Used (x): Text (Feat name)

Variables Used (x): TYPE=Text (Feat TYPE)

What it does:

- A pipe (|) delimited list of feats.
- Presents the list as a choice to the user.
- Grants the chosen feats.

Examples:

`FEAT:Weapon Focus (Greataxe)`

Would grant the "Greataxe Weapon Focus" feat.

`FEAT:Dodge PRESTAT:1,DEX=13`

Would grant "Dodge" if the character has a Dexterity of at least 13.

`FEAT:Dodge|Improved Initiative`

Would grant the choice of Dodge or Improved Initiative.

`FEAT:TYPE=ItemCreation`

Would grant the choice of an ItemCreation type feat.

*** New 5.8

Tag Name: FREE:x

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

What it does:

Grants this item for free.

Where it is used:

FREE must be used in lines that start with FEAT or SKILL.

Example:

`FREE:YES`

The item that appears on this line will be granted to the character without subtracting from the character's available pool.

*** New 5.8

Tag Name: FUNDS:x

Variables Used (x): Currency Abbreviation found in miscinfo file (i.e. gp, euro, dollars, etc)

What it does:

Adds a specified amount of currency to the characters cash pool in the Gear Sub-tab of the Inventory Tab. The FUNDS tag is paired with a QTY tag which is used to set the amount granted. When used in a FUNDS line QTY will take a number or formula with variables. It is possible to generate a random number with the roll() JEP operator, for example `roll("1d6")` simulates a 1d6.

Example:

`FUNDS:gp <tab> QTY:100`

Adds 100 gp to the Gold pool which the character may now spend on equipment.

`FUNDS:gp <tab> QTY:10*TL`

Adds 10 times the characters total level of gp to the Gold pool.

`FUNDS:gp <tab> QTY:10*roll("2d4")`

Adds 2d4 times 10 gp to the Gold pool.

Tag Name: GEAR:x

Variables Used (x): Text (Item name)

What it does:

Grants the gear indicated to the character if they can afford to purchase it.

Example:

`GEAR:Sack`

Would put a "Sack" into the PCs equipment if they can afford it.

Tag Name: LANGAUTO:x,x

Variables Used (x): Text (Language Name)

What it does:

This is a comma delimited list of languages that the character automatically gains.

*** New 5.9.7

Tag Name: LEVELABILITY:x=y

Variables Used (x): Text (Class name)

Variables Used (y): Number (Level ability is granted at)

What it does:

LEVELABILITY signifies what class and level the following ABILITY tag is specifying the choice for.

Where it is used:

LEVELABILITY is used in kit lines.

Example:

`LEVELABILITY:Ranger=1 <tab> ABILITY:PROMPT:FEAT(TYPE.Favored Enemy)|CHOICE:Favored Enemy (Humanoid (Elf))`

Selects Humanoid (Elf) as a ranger's first favored enemy selection.

*** New 5.9.3

Tag Name: LOCATION:x,x

Variables Used (x): Text (Location to be equipped)

What it does:

LOCATION is used in GEAR lines to specify the location the item will be equipped to. If an item is of a TYPE with a specific slot then setting it to Equipped will equip it there. Only weapons need more specific settings.

Where it is used:

LOCATION is used in GEAR lines.

Example:

`GEAR:Morningstar <tab> LOCATION:Primary Hand`

`GEAR:Leather <tab> LOCATION:Equipped`

`GEAR:Shield (Light/Wood) <tab> LOCATION:Equipped`

`GEAR:Javelin <tab> LOCATION:Carried`

Equips the Morningstar to the Primary Hand slot, the Leather armor to the Armor slot, the Shield to the Shield slot and the Javelin to Carried.

*** New 5.8

Tag Name: MAXCOST:x

Variables Used (x): Number (maximum cost of equipment item)

What it does:

Sets the maximum cost a given piece of equipment will be purchased for. If the equipment would cost more than this number it will not be purchased.

Where it is used:

MAXCOST must be used in lines that start with GEAR.

Example:

`MAXCOST:10`

This equipment will only be purchased if it costs less than 10.

*** New 5.9.3

Tag Name: NAME:x

Variables Used (x): Text (The characters new name)

What it does:

Sets a name to the kit recipient.

Example:

`NAME:Code Monkey`

Sets the characters name to "Code Monkey".

*** New 5.9.5

Tag Name: OPTION:x,y|x,y

Variables Used (x): Number, JEP formula or VAR (Low value to compare SELECT against)

Variables Used (y): Number, JEP formula or VAR (High value to compare SELECT against, OPTIONAL)

What it does:

OPTION can be used on a line to determine randomly if the line will be granted to the character. OPTION specifies a number range in which the line will be granted if it matches the number generated by the last precedingSELECT tag.

Where it is used:

OPTION can be used in lines which grant things to the character such as GEAR, SKILL, CLASS, RACE, FEAT, etc. there must be a SELECT tag before the OPTION tag for it to be valid.

Example:

`SELECT:roll("1d100")`

`GEAR:Scimitar <tab> OPTION:1,50`

`GEAR:Falchion <tab> OPTION:51,100`

`GEAR:Full Plate <tab> OPTION:1,STR*5`

`GEAR:Shield<tab> OPTION:1,10|75,100`

`GEAR:The One Ring <tab> OPTION:100`

The SELECT tag sets a value between 1 and 100. If that value falls within 1-50 the Scimitar is granted, if the value is between 51 and 100 the Falchion is granted, if the value is between 1 and the characters Strength bonus times 5 the Full Plate is granted, if the value is between 1 and 10 or 75 and 100 the Shield is granted. If the SELECT value is exactly 100 The One Ring is granted and you had better start packing.

Tag Name: PROF:x

Variables Used (x): Text (Proficiency name)

What it does:

- A pipe (|) delimited list of weapon proficiencies.
- Presents the list as a choice to the user.
- If there is RACIAL:YES tag on the line will try and fill any racial bonus proficiency choices, otherwise it will try and will any class bonus proficiency choices.
- If there are any choices left they will be granted as bonus proficiencies.

Example:

`PROF:Greataxe`

Would give a proficiency in the use of "Greataxe" if the PC can afford it.

`PROF:Longsword <tab> RACIAL:YES`

Would select Longsword as the bonus proficiency choice if the character can legally select that choice.

`PROF:Longbow|Shortbow`

Would grant the choice of Longbow or Shortbow as a bonus proficiency.

*** New 5.9.3

Tag Name: RACE:x

Variables Used (x): Text (Race Name)

What it does:

Sets the characters race.

Example:

`RACE:Bugbear`

Sets the characters race to Sets the characters race.

*** New 5.9.5

Tag Name: SELECT:x

Variables Used (x): JEP formula or VAR

What it does:

Sets a value that can be checked at any point after this tag appears in a kit using the OPTION: tag. If more than one SELECT tag is used in a kit each use of it will reset the value for the OPTION tags below it. This is used to determine randomly if an item will be granted by the kit, the OPTION tag can be added to any kit line and the object will only be granted if the range specified by the OPTION tag matches the number generated by the SELECT tag.

Example:

`SELECT:roll("1d100")`

Selects a number from 1 to 100 which can be checked by the OPTION tag.

*** New 5.9.2

Tag Name: SIZE:x

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

Variables Used (x): PC (matches the equipment to the characters size)

What it does:

Enlarges or reduces the GEAR item to the size specified. Optional, if not present the equipments size is unchanged.

Where it is used:

SIZE must be used in lines that start with GEAR.

Example:

`SIZE:S`

The item is set to size small.

Tag Name: SKILL:x RANK:y

Variables Used (x): Text (Skill name)

Variables Used (x): Text (TYPE=<Skill type>)

Variables Used (y): Number (Skill rank)

What it does:

- Grants the number of ranks indicated of the skill indicated to the character if they can legally have that many additional ranks of that skill.
- RANK tag MUST be used on all SKILL lines.
- If indicated skill is in class then ranks will be purchased in class, and likewise for cross class skills.

Examples:

`SKILL:Climb RANK:4`

Gives four ranks of "Climb" skill if they can afford it.

`SKILL:TYPE=Knowledge RANK:4`

Gives four ranks of "Knowledge" type skills if they can afford it.

Tag Name: SPELLS:x|x

Variables Used (x): Text (Spell name)

What it does:

- Grants the character the indicated spells if they are legally available.
- You can specify spells by using a | (pipe) delimited list.

Examples:

`SPELLS:Detect Magic|Ghost Sound|Light|Read Magic`

Would give the "Detect Magic", "Ghost Sound", "Light" & "Read Magic" spells if the PC has free spells.

`SPELLS:LEVEL=0`

Grants ALL 0-level spells.

*** New 5.9.3

Tag Name: SPELLS:SPELLBOOK=v|CLASS=w|x|x[y]=z

Variables Used (v): Text (Spellbook name)

Variables Used (w): Text (Spellcasting class name)

Variables Used (x): Text (Spell name)

Variables Used (y): Text (Metamagic Feat name, optional)

Variables Used (z): Number (Number of time the spell appears in the book)

What it does:

- Adds the named spell (x) to the spellbook (v) for the class (w).
- [y] is any metamagic feat known to the character.

Examples:

`SPELLS:SPELLBOOK=Prepared Spells|CLASS=Cleric|Aid=3|Align Weapon|Banishment`

Would add Aid, Align Weapon and Banishment to the Prepared Spells spellbook, Aid appears three times.

`SPELLS:SPELLBOOK=Known Spells|CLASS=Sorcerer|Daze|Detect Magic|Ghost Sound`

Adds Daze, Detect Magic and Ghost Sound to the Sorcerers Known Spells spellbook.

*** New 5.9.3

Tag Name: STAT:x=y|x=y

Variables Used (x): Property (Stat abbreviation)

Variables Used (y): Number (The Value the stat will be set to)

What it does:

This sets the ability scores for the character. This is done as if the user had set them in the GUI, this sets the editable scores before racial and other bonuses are added in. Specifying all the Stats is not required, a single Stat or more can be set and any which are not specified are left alone.

Example:

`STAT:STR=15|DEX=14|WIS=10|CON=10|INT=10|CHA=18`

Sets the editable scores to those specified.

*** New 5.9.3

Tag Name: SUBCLASS:x

Variables Used (x): Text (Subclass name)

What it does:

Sets a subclass choice. Will avoid the subclass chooser.

Example:

`SUBCLASS:Fast Hero`

Sets a subclass choice to "Fast Hero".

*** New 5.9.2

Tag Name: TEMPLATE:x|x

Variables Used (x): Text (Name of template)

What it does:

This is a | (pipe) delimited list of templates that are granted by the feat.

Example:

`TEMPLATE:Celestial`

Adds the "Celestial" template to the character.

*** New 5.8, Updated 5.9.2

Tag Name: VISIBLE:x

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

What it does:

- YES - Displays the name of the KIT in the KIT selection window.
- NO - Hides the name of the KIT in the KIT selection window.
- QUALIFY - Displays the name of the KIT only if the character passes the prerequisites.
- This is an optional tag and if not used it will default to YES.

Where it is used:

VISIBLE must be used in lines that start with STARTPACK.

Example:

`VISIBLE:YES`

Shows the KIT name in PCGen.

`VISIBLE:NO`

Hides the KIT name in PCGen.

## Misc Main Body Tags

Tag Name: RACIAL:x

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

What it does:

- Grants or deny's a character's natural racial ability to choose weapon proficiencies.
- Used on the PROF line.
- Creating a kit with a RACIAL tag supplementing a PROF tag allows you to permit or deny this natural ability.
- If allowed the kit will pick one of the available choices of weapon proficiencies.
- If not allowed the character will receive none of the available racial weapon proficiencies.

Example:

`RACIAL:YES`

Elves naturally have the ability, during creation, to have a weapon proficiency with either the Longsword OR the rapier.

Tag Name: RANK:x

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

What it does:

- Used on SKILL lines to indicate the number of ranks granted of the indicated skill.
- RANK tag MUST be used on all SKILL lines.

Example:

`RANK:4`

Four ranks are given.

Tag Name: QTY:x

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

What it does:

- Used to indicate the quantity of the indicated item.
- Used on GEAR lines to indicate the quantity of the indicated item to be purchased.
- This tag is optional and all GEAR tags default to QTY:1 if not this tag is not present.

Example:

`QTY:3`

Three items are given.