# Race Files

The "Name" of the race must be the first field on each line, the remaining tags may be of any order.

If you want to get rid of racex in your campaign, better put racex.FORGET in one of your RACE files. That will remove racex from your campaign, in fact you won't even be able to use the name racex for a new race in your campaign, if you should want to do so later use the .MOD tag.

*** Deprecated 5.x.x - Remove 6.0 - Now done in Biosettings.lst

Tag Name: AGE:min:dice:sides:dice:sides:dice:sides

Tag Name: CHOOSE:LANGAUTO:x|x

Variables Used (x): Text (Language name)

What it does:

This is a | (pipe) delimited choice of Automatic Languages that do not count against the limit determined by a Stat.

Example:

`CHOOSE:LANGAUTO:Abyssal|Infernal`

May choose between "Abyssal" or "Infernal" as a race language.

Tag Name: CR:x

Variables Used (x): Number (Challenge rating)

What it does:

Sets the Challenge Rating of the creature. For CR's less than 1, fractions are used (1/2, 1/4, 1/8). Note: CR's using fractions must start with a "1/". Expressions such as CR:3/4 or CR:0.5 will not work

Example:

`CR:1/4`

Race is rated at a quarter challenge rating.

Tag Name: FACE:x,y

Variables Used (x): Number (Space the creature occupies)

Variables Used (y): Number (Optional, side space)

What it does:

Describes how much space the creature takes up. For 3.0 rules this tag is used for the Face statistic. For 3.5 rules this tag is used for the Space statistic. If only one number is used it is assumed to represent all sides.

Example:

`FACE:5,10`

The race has a face of 5 by 10.

`FACE:10`

The race has a face of 10.

Tag Name: FAVCLASS:x|x

Variables Used (x): Text (Class Name)

Variables Used (x): Text ('Any')

What it does:

- Determines the Race's favored class. 2 or more classes separated by | (pipe) will grant all of the classes as Favored.
- Special type 'Any' will grant the character's highest level class as Favored.
- When 'Any' is used no other class is required.

Example:

`FAVCLASS:Wizard`

Race's favored class is Wizard.

`Gnome.MOD <tab> FAVCLASS:Illusionist|Mechanist`

Race's favored class is Illusionist or Mechanist.

Tag Name: FEAT:x|x

Variables Used (x): Text (Feat name)

What it does:

- This is a pipe (|) delimited list of feats granted to a Race (also known as "bonus feats").
- The hyphen (-) is used only in the OUTPUTNAME of feats and should NOT be used in the feat list for this tag. (See example below.)

Example:

`FEAT:Blind Fight|Alertness`

Race gets "Blind-Fight" and "Alertness" as bonus feats.

Tag Name: HANDS:x

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

What it does:

Determines the Number of Hands the creature has for purposes of Multiattack and Multidexterity.

Example:

`HANDS:4`

Race has four hands.

*** Deprecated 5.x.x - Remove 6.0 - Now done in Biosettings.lst

Tag Name: HEIGHT:M:min:dice:sides:bonus:F:min:dice:sides:bonus

*** Deprecated 5.11.4 - Remove 6.0 - use HITDIE

Tag Name: HITDICE:x,y

Tag Name: HITDICEADVANCEMENT:x,x

Variables Used (x): Number (Hit Dice)

What it does:

- The last number in the comma delimited list is the highest HD the creature can advance to, through HD advancement. Unlimited HD advancement is indicated by using an asterisk (*) in place of the final number.
- All the numbers preceding the last number each indicate the highest number of HD the creature can have before before its size increases by one category.

Examples:

`HITDICEADVANCEMENT:4,6,8`

Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is Medium. 8 Hit Dice is the maximum it can ever raise to.

`HITDICEADVANCEMENT:4,16,32,99`

Assassin Vine: starts out as Large, with 4 HD. 5-16 it is Huge, 17-32 it is Gargantuan, 33+ it is Colossal. 99 HD is the maximum it can ever raise to.

`HITDICEADVANCEMENT:4,6,*`

Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is Medium. There is no limit to the creature's hit dice.

*** New 5.7.8 *** Updated 5.9.4 *** Updated 5.11.4*** Updated 5.11.13

Tag Name: HITDIE:x.y

Variables Used (x): Number (Hit Dice size)

Variables Used (x): %+Number (Amount added to Hit Dice)

Variables Used (x): %-Number (Amount subtracted from Hit Dice)

Variables Used (x): %*Number (Amount Hit Dice is multiplied by)

Variables Used (x): %/Number (Amount Hit Dice is divided by)

Variables Used (x): %upNumber (Amount Hit Dice size is stepped up by)

Variables Used (x): %downNumber (Amount Hit Dice size is stepped down by)

Variables Used (x): %HupNumber (Amount Hit Dice size is stepped up by)

Variables Used (x): %HdownNumber (Amount Hit Dice 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:

Specifies the new Hit Dice size the race grants to the creature and retroactively recalculates hit points based on the new Hit Dice size. When using the step up function (%upNumber) the steps are d4,d6,d8,d10 and stops at d12. When using the step down function (%downNumber) the steps are d12,d10,d8,d6 and stops at d4. Regardless of the number it will never allow a hit die below 1.

This tag can be used on a level line to specify a hit dice size which will be applied only that level. When using the step up function (%Hup) the steps are d1-d1000. When using the step down function (%Hdown) the steps are d1-d1000. Regardless of the number it will never allow a hit die below 1.

Example:

`HITDIE:12`

The character now has a Hit Dice of 12.

`HITDIE:%+2`

Adds 2 to the current Hit Dice size.

`HITDIE:%-4`

Subtracts 4 from the current Hit Dice size.

`HITDIE:%*3`

Multiplies the current Hit Dice size by 3.

`HITDIE:%/2`

Divides the current Hit Dice size by 2.

`HITDIE:%up2`

Steps up the Hit Dice 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 Dice 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 Dice 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.

Steps down the Hit Dice size by one step. If the class has a Hit Die of d6 it will be stepped down to d4.

`HITDIE:%Hup9`

Steps up the Hit Dice size by nine steps. If the class has a Hit Die of d6 it will be stepped up to d15.

`HITDIE:%Hdown3`

Steps down the Hit Dice size by three step. If the class has a Hit Die of d6 it will be stepped down to d3.

Tag Name: LANGBONUS:x,x

Variables Used (x): Text (Language Name)

Variables Used (x): TYPE=Text (Language Type)

Variables Used (x): Text ('ALL')

Variables Used (x): .CLEAR

What it does:

This is a comma delimited list that allows choice of the listed languages that the character's gains as bonus languages (determined by the appropriate stat, usually Intelligence). This does not effect languages granted from skills.

When using 'ALL', no other language designation is necessary.

Example:

LANGBONUS:Dwarven,Elven,Gnome,Goblin,Orc

Race can choose starting languages from "Dwarven", "Elven", "Gnome", "Goblin" or "Orc".

Hobgoblin.MOD <tab> LANGAUTO:Gadohig <tab> LANGBONUS:.CLEAR <tab> LANGBONUS:Aeylamdyarian,Calisian,Desolati,Galkarnic,Homish,Launhymian

Race can choose starting languages from "Aeylamdyarian", "Calisian", "Desolati", "Galkarnic" or "Homish", or "Launhymian", in addition to the Autoknown "Gadohig".

LANGBONUS:Old Dwarven,Orcish,TYPE=ClanDialect,Trader's Tongue

Race can choose starting languages from "Old Dwarven", "Orcish", any type of "ClanDialect", or "Trader's Tongue".

Tag Name: LEGS:x

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

What it does:

Used to determine encumbrance and carrying capacity for creatures/characters with a nonstandard amount of legs. (i.e. more than/less than 2).

Examples:

`LEGS:4`

A horse has 4 legs.

`LEGS:0`

Slime and ooze creatures/characters would have no legs!

*** Updated 5.4*** Updated 5.11.13

Tag Name: LEVELADJUSTMENT:x

Variables Used (x): Number or Formula (Level Adjustment)

What it does:

Raises the Effective Character Level (ECL) of the creature by the number supplied.

This is factored in when determining how much experience is needed to raise a characters level. For example, a 1st level character with a Level adjustment of 3 would need the same amount of experience to reach 2nd level as a 4th level character with no level adjustments would need to reach 5th level.

The Level Adjustment is added to Monster Hit Dice and/or Character Levels to determine the Effective Character Level (ECL) of the creature.

Example:

`LEVELADJUSTMENT:1`

Effective Character Level is raised by one.

`Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2`

This modification of the race Bugbear, changes all of the indicated tags.

*** Deprecated 5.11.4 - Remove 6.0 -

Tag Name: MFEAT:x|x

*** New 5.4

Tag Name: MONCCSKILL:x|x

Variables Used (x): Text (<Skill Name>)

Variables Used (x): Text (Type=<Skill Type>)

What it does:

Grants the listed skills as monster cross class skills.

Monster cross class skills are only cross class skills for monster classes such as Giant, Outsider, Undead etc.

If a monster takes levels in a base class only those skill defined as cross class skills in that class count as cross class skills for that level, the monster cross class skills will not apply.

Examples:

`MONCCSKILL:Alchemy|Wilderness Lore`

The "Alchemy" and "Wilderness Lore" skills are made monster cross class skills.

`MONCCSKILL:Alchemy|TYPE.Knowledge`

The "Alchemy" and "Knowledge" type skills are made monster cross class skills.

*** New 5.4

Tag Name: MONCSKILL:x|x

Variables Used (x): Text (<Skill Name>)

Variables Used (x): Text (Type=<Skill Type>)

What it does:

Grants the listed skills as monster class skills.

Monster class skills are only class skills for monster classes such as Giant, Outsider, Undead etc.

If a monster takes levels in a base class only those skill defined as class skills in that class count as class skills for that level, the monster class skills will not apply.

Examples:

`MONCSKILL:Alchemy|Wilderness Lore`

The "Alchemy" and "Wilderness Lore" skills are made monster class skills.

`MONCSKILL:Alchemy|TYPE.Knowledge`

The "Alchemy" and "Knowledge" type skills are made monster class skills.

Tag Name: MONSTERCLASS:x:y

Variables Used (x): Text (Monster Class Name)

Variables Used (y): Number (Starting Level)

What it does:

- Determines the number of Monster Levels the race gets on start.
- Class must be TYPE:Monster and have a PRERACETYPE that matches the race.
- This is only used with the setting "Default Monsters" as "OFF".

Example:

`MONSTERCLASS:Outsider:2`

The race has 2 levels of Outsider to start.

*** New 5.11.4

Tag Name: (RACENAME).MOD or .COPY or .CLEAR

Variables Used (x): Text (.MOD or .COPY or .CLEAR)

What it does:

- Allows for changes to the defined Races in the Biosettings file.

Example:

`Human.COPY=Nimmr`

Copy the race possesses the "Human" RACENAME: to "Nimmr" in all aspects.

*** New 5.9.4

Tag Name: RACESUBTYPE:x|x

Variables Used (x): Text (Creature Subtype)

What it does:

- Defines the Subtypes of creature possesses.
- Additional Subtypes can be added and/or removed with a RACESUBTYPE in a template or other file type
- Examples include:
  Air, Angel, Aquatic, Archon, Augmented, Chaotic, Cold, Earth, Evil, Extraplanar, Fire, Goblinoid, Good, Incorporeal, Lawful, Native, Reptilian, Shapechanger, Swarm, Water as well as Humanoid subraces such as Elf, Orc, Dwarf, etc..

Example:

`RACESUBTYPE:Lawful|Air`

The race possesses the "Lawful" and "Air" subtypes.

`Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2`

This modification of the race Bugbear, changes all of the indicated tags.

*** New 5.9.4

Tag Name: RACETYPE:x

Variables Used (x): Text (Creature Type)

What it does:

- Defines the Type of creature the race is.
- A Creature may only have one RACETYPE at any given time.
- The Base RACETYPE set in the race line can be changed with a RACETYPE tag in a template or other file type.
- Currently existing selections from the Monster List include:
  Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead, and Vermin

Example:

`RACETYPE:Outsider`

The race is of the "Outsider" type.

`Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2`

This modification of the race Bugbear, changes all of the indicated tags.

Tag Name: REACH:x

Variables Used (x): Number (Reach in Feet)

What it does:

Determines the reach of the Race.

Example:

`REACH:10`

The race has a reach of ten feet.

Tag Name: SIZE:x

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

What it does:

- Determines the size of the Race. (F=Fine, D=Diminutive, T=Tiny, S=Small, M=Medium, L=Large, H=Huge, G=Gargantuan, C=Colossal). Size is used in determining to-hit, AC, and affects some skills.
- The size designations, including abbreviations, are dependant upon the gamemode used and may be redefined in the sizeadjustments.lst file.

Example:

`SIZE:M`

The race is of Medium size.

Tag Name: SKILLMULT:x

Variables Used (x): Number (Skill Multiplier)

What it does:

- Defines the Multiplier of the skill points when the character is first level.
- Default is x4.
- Most Multi-hit die creatures have SKILLMULT:1 since adding class levels is done as Multi-Classing.

Example:

`SKILLMULT:1`

Monsters have x1 since adding class levels is done as Multi-classing.

*** Updated

Tag Name: STARTFEATS:x

Variables Used (x): Number (Number of Starting Feats)

What it does:

Grants a number of free feats to the race at first level. These are unrestricted feats. To restrict choice (such as "only Fighter feats") use the global ADD:FEAT() tag.

Example:

`STARTFEATS:2`

The race starts with 2 free feats.

Tag Name: TEMPLATE:x|x

Variables Used (x): Text (Template Name)

What it does:

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

Example:

`TEMPLATE:Incorporeal|Undead|Celestial`

The race uses the "Incorporeal", "Undead" and "Celestial" templates.

`Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2`

This modification of the race Bugbear, changes all of the indicated tags.

Tag Name: TEMPLATE:CHOOSE:x|x

Variables Used (x): Text (Template Name)

What it does:

CHOOSE will supply a popup window of the choices presented in the tag that are | (pipe) delimited. Allowing the user to pick ONE from the list.

Example:

`TEMPLATE:CHOOSE:Celestial|Outsider`

The race can choose either the "Celestial" or "Outsider" template.

Tag Name: TEMPLATE:ADDCHOICE:x|x

Variables Used (x): Text (Template Name)

What it does:

This is a | (pipe) delimited list of template choices that are added to the list presented by the original TEMPLATE:CHOOSE tag found here or in other lst files.

Example:

`TEMPLATE:ADDCHOICE:Demihuman|Beast`

The race can choose previously defined templates plus the "Demihuman" or "Beast" templates.

Tag Name: TYPE:x

Variables Used (x): Text (Race type)

What it does:

- Defines the Type of creature the race is.
- Important for matching up with Monster HD, and for references to race, such as the Rangers Favored Enemy.
- Currently existing selections from the Monster List include:
  Aberration, Animal, Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Shapechanger, Undead, and Vermin

Example:

`TYPE:Outsider`

The race is of the "Outsider" type.

*** Updated 5.7.12

Tag Name: WEAPONBONUS:x|x

Variables Used (x): Text (Weapon Name)

Variables Used (x): TYPE.Text (Weapon Type)

What it does:

This is a | (pipe) delimited list of weapons or weapon types that are granted to the race as a choice of ONE of the listed weapons.

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.

*** Deprecated 5.x.x - Remove 6.0 - Now done in Biosettings.lst

Tag Name: WEIGHT:M:min:dice:sides:F:min:dice:sides

Tag Name: XTRASKILLPTSPERLVL:x

Variables Used (x): Number (Template Name)

What it does:

Grants a number of skill points to the race for free at every character level. This happens before multiplication of the first class level's skill points.

Example:

`XTRASKILLPTSPERLVL:1`

Adds one to the skill points per level (before multiplication for the 1st level).