# Class Files

Class files are where each class is listed, given it's important information for the correct output and functioning of the class.

This section consists of two major sections: Class Building 101 and the Tag List.

## Class Building 101

Classes have three types of elements. These consist of the Class and Class Level Lines, the Sub-Class and Sub-Class Level Lines, and the Subsitution Class and Substitution Level Lines.

### Class and Class Level Lines

The Class and Class Level Lines are mandatory for all classes.

The Main Class Line

- Begins with the `CLASS:<class name>` tag.
- Multiple Class Lines may exist for each class being created.
- Only tags identified as Class Line tags should be used on this line.

The Class Level Line

- Begins with a numeric (i.e. 1, 2, 3, etc.) identifying the level that the line represents.
- Must include ALL levels up to the MAXLEVEL as identified in the Class Line, even if there are no tags on a line.
- Only tags identified as Class Level Line tags may be used on this line.

A Basic Class Example

`CLASS:Rogue . . .`
<il>`CLASS:Rogue . . .`</il>
<il>`1 . . .`</il>
<il>`2 . . .`</il>
<il>`.`</il>
<il>`.` (All Class Level Lines MUST be included even if they are empty.)</il>
<il>`.`
<il>`19 . . .`</il>
<il>`20 . . .`</il>

### Sub-Class and Sub-Class Level Lines

Sub-classes can be implemented with the inclusion of the `SUBCLASS` and `SUBCLASSLEVEL` tags.

The Sub-Class Line

- `HASSUBCLASS:YES` must be present in the Class Line that this line is associated with.
- Begins with the `SUBCLASS:<sub-class name>` tag.
- Placed between the Class Lines and the Sub-Class Level Lines that define the levels for the sub-class.
- Only tags identified as Sub-Class Line or Class Line tags should be used on this line.

The Sub-Class Level Line

- Begins with the `SUBCLASSLEVEL:<level number>` tag.
- Placed after the Sub-Class Level Lines that define the associated sub-class.
- Only the Sub-Class Level Lines that contain tags need to be included.
- Only tags identified as Sub-Class Line or Class Line tags should be used on this line.

A Sub-Class Example

`CLASS:Rogue . . .`
<il>`CLASS:Wizard . . .HASSUBCLASS:YES`</il>
<il>`CLASS:Wizard . . .`</il>
<il>`SUBCLASS:Abjurer <tab> COST:2 <tab> CHOICE:Abjuration <tab> KNOWNSPELLSFROMSPECIALTY:1`</il>
<il>`SUBCLASSLEVEL:1 <tab> FEATAUTO:Abjurer Learning Bonus`</il>
<il>`SUBCLASSLEVEL:10 <tab> SA:Immune to Acid`</il>
<il>`1 . . .`</il>
<il>`2 . . .`</il>
<il>`.`</il>
<il>`.` (All Class Level Lines MUST be included even if they are empty.)</il>
<il>`.`
<il>`19 . . .`</il>
<il>`20 . . .`</il>

### Substitution Class and Substitution Level Lines

Substitution levels can be implemented with the inclusion of the `SUBSTITUTIONCLASS` and `SUBSTITUTIONLEVEL` tags.

The Substitution Class Line

- `HASSUBSTITUTIONLEVEL:YES` must be present in the Clss Lineaht t this line is associated with.
- Begins with the `SUBSTITUTIONCLASS:<substitution class name>` tag.
- Placed between the Class Lines and the Substitution Level Lines that define the levels for the substitution class.
- Only tags identified as Substitution Class Line or Class Line tags should be used on this line.

The Substitution Level Line

- Begins with the `SUBSTITUTIONLEVEL:<level number>` tag.
- Placed after the Substitution Class Lines that define the associated substitution class.
- Only the Substitution Level Lines that contain tags need to be included.
- Only tags identified as Sub-Class Line or Class Line tags should be used on this line.

A Substitution Level Examples

`CLASS:Ranger . . .`
<il>`CLASS:Ranger <tab> HASSUBSTITUTIONLEVEL:YES`</il>
<il>`SUBSTITUTIONCLASS:Orc Ranger`</il>
<il>`SUBSTITUTIONLEVEL:4 <tab> HITDIE:12 <tab> SA:Goblin Slave (Ex)`</il>
<il>`SUBSTITUTIONLEVEL:10 <tab> HITDIE:12`</il>
<il>`1 . . .`</il>
<il>`2 . . .`</il>
<il>`.`</il>
<il>`.` (All Class Level Lines MUST be included even if they are empty.)</il>
<il>`.`
<il>`19 . . .`</il>
<il>`20 . . .`

## Tag List

The tag list is broken down into six parts:

- Tags Required for all Classes
- Spellcaster Tags
- Sub-Class Tags
- Substitution Level Tags
- Other Optional Tags
- Monster Specific Tags.

### Tags Required for all Classes

Tag Name: ABB:x

Variables Used (x): Text

What it does:

This is a 3-5 letter abbreviation of the class name.

Example:

`ABB:Rgr`

The class abbreviation is "Rgr".

Where it is used:

Class Line.

*** Deprecated 5.11.11 - Remove 6.0 - Use BONUS:CLASSSKILLS| tag instead.

Tag Name: ADD:CLASSSKILLS(y,y)z

Variables Used (x): CLASSSKILLS

Variables Used (y): Text (Skill names)

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

Variables Used (y): ANY

Variables Used (y): CROSSCLASSSKILLS

Variables Used (y): EXCLUSIVE

Variables Used (y): NONEXCLUSIVE

Variables Used (y): TRAINED

Variables Used (y): UNTRAINED

Variables Used (y): AUTORANK=<Free Ranks>

Variables Used (z): Number, Variable or Formula (Number of choices granted)

What it does:

- This will add a number of selections of skills of the chosen type.
- The number following denotes how many choices are granted.
- Use AUTORANK to assign free ranks to any skills chosen.
- Valid TYPE's are: ANY, UNTRAINED, TRAINED, EXCLUSIVE, NONEXCLUSIVE, CROSSCLASSSKILLS, and <skilltype> (i.e. the type of skill not the word "skilltype".)
- AUTORANK=<x> is a special thing for ADD:CLASSSKILLS(). It puts <x> number of free ranks into that skill. (as if there was a BONUS:SKILLRANK|<SkillName>|<x> tag for that skill).

Where it can be used:

ADD:CLASSSKILLS is only valid in class lines.

Examples:

`ADD:CLASSSKILLS(Bluff,Listen,Move Silently)2`

Add any two of "Bluff", "Listen" or "Move Silently".

`ADD:CLASSSKILLS(Wilderness Lore,TYPE=Knowledge,AUTORANK=1,Bluff,Move Silently, Listen)2`

Add any two of "Wilderness Lore", "Knowledge" type skills, "Bluff", "Move Silently" or "Listen".

`ADD:CLASSSKILLS(NONEXCLUSIVE,AUTORANK=2)1`

This would give the char two bonus ranks to the "nonexclusive" type skill selected.

`ADD:CLASSSKILLS(TYPE=Knowledge)2`

This would give the char two bonus ranks to the TYPE of "Knowledge" type skill selected.

*** New 5.11.11

Tag Name: ADD:CLASSSKILLS|[x|]y,y

Variables Used (x): (The optional count, defaults to 1)

Variables Used (y): Text (Skill names)

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

Variables Used (y): ANY

Variables Used (y): CROSSCLASSSKILLS

Variables Used (y): EXCLUSIVE

Variables Used (y): NONEXCLUSIVE

Variables Used (y): TRAINED

Variables Used (y): UNTRAINED

Variables Used (y): AUTORANK=<Free Ranks>

Variables Used (z): Number, Variable or Formula (Number of choices granted)

What it does:

- The optional count has a pipe [x|] that is not needed, unless the count is used.
- This will add a number of selections of skills of the chosen type.
- The number leading denotes how many choices are granted.
- Use AUTORANK to assign free ranks to any skills chosen.
- Valid TYPE's are: ANY, UNTRAINED, TRAINED, EXCLUSIVE, NONEXCLUSIVE, CROSSCLASSSKILLS, and <skilltype> (i.e. the type of skill not the word "skilltype".)
- AUTORANK=<x> is a special thing for ADD:CLASSSKILLS(). It puts <x> number of free ranks into that skill. (as if there was a BONUS:SKILLRANK|<SkillName>|<x> tag for that skill).

Examples:

`ADD:CLASSSKILLS|2|Bluff,Listen,Move Silently`

Add any two of "Bluff", "Listen" or "Move Silently".

`ADD:CLASSSKILLS|2|Wilderness Lore,TYPE=Knowledge,AUTORANK=1,Bluff,Move Silently, Listen`

Add any two of "Wilderness Lore", "Knowledge" type skills, "Bluff", "Move Silently" or "Listen".

`ADD:CLASSSKILLS|NONEXCLUSIVE,AUTORANK=2`

This would give the character two bonus ranks to the "nonexclusive" type skill selected.

`ADD:CLASSSKILLS|2|TYPE=Knowledge`

This would give the char two bonus ranks to the TYPE of "Knowledge" type skill selected.

Where it is used:

Class Lines.

*** New 4.3.8*** Updated 5.11.6

Tag Name: ATTACKCYCLE:x

Variables Used (x): BAB, RAB, or UAB

What it does:

- This sets the Melee/Grapple (BAB - yes, misleading), Ranged (RAB), or Unarmed Attack (UAB) cycles.
- Default is 5 for all.
- Once a Cycle is reached, the character gets another attack (+6/+1 is one 5 cycle.)

Example:

`ATTACKCYCLE:UAB|3`

Grants another attack ever 3 bonus points of BAB from the class to the Unarmed attack cycle.

Where it is used:

Class Line.

Tag Name: CLASS:x

Variables Used (x): Text

What it does:

- This tells PCgen the class name and sets up the relationships with skills and spells.
- This line can be entered twice in a single class entry (appear on 2 separate lines) for purposes of making the lines easier to read in an editor (so as to not have to scroll forever to reach the end of the class line).
- THIS MUST BE THE FIRST TAG!!!
- Symbols that should not be used: , / - + & If you need to use those symbols, put them in an OUTPUTNAME tag.
- For class variants from other sources, the norm seen is 'Base Class Name (Source)' ex. Cleric (Fey).

Example:

`CLASS:Ranger`

The full class name is "Ranger".

`CLASS:Defender.MOD <tab> TEMPLATE:Maximum Spell Level`

Adds the TEMPLATE:Maximum Spell Level to "Defender".

`CLASS:Fighter.FORGET`

Removes the Class "Fighter" from the dataset.

Where it is used:

Beginning of Class Line.

Tag Name: HD:x

Variables Used (x): Number (4, 6, 8, 10, 12. default is 0)

What it does:

This is the Hit Die used to determine hit points at each level gained.

Example:

`HD:10`

The hit dice per level is 10.

Where it is used:

Class Line.

Tag Name: MAXLEVEL:x

Variables Used (x): Number (Maximum allowed level of this class)

Variables Used (x): NOLIMIT (No upper limit to the number of levels in this class)

What it does:

- This is maximum number of levels a character can take in this class.
- If no MAXLEVEL tag is supplied for a class, no limit is imposed.
- There is a checkbox in the Preferences|Character section of the menu to allow this to be overridden.

Example:

`MAXLEVEL:10`

The maximum class level is 10.

`CLASS:Barbarian.MOD <tab> MAXLEVEL:100`

The maximum class level is modified to 100.

`CLASS:Barbarian.MOD <tab> MAXLEVEL:NOLIMIT`

Remove the previously specified maximum class level for barbarian.

Where it is used:

Class Line.

Tag Name: STARTSKILLPTS:x

Variables Used (x): Number

What it does:

This is how many skill points a character gains per level.

Example:

`STARTSKILLPTS:4`

Class gets 4 skill points per level, before any modifiers.

`CLASS:Blackguard.MOD <tab> STARTSKILLPTS:2 <tab> CSKILL:.CLEAR|Handle Animal|Ride <tab> CSKILL:Concentration|TYPE.Craft|Diplomacy|Heal|Intimidate|Knowledge (Religion)|TYPE.Profession|Climb|Jump|Listen|Spot|Swim|Pilot <tab> CCSKILL:Handle Animal|Ride`

Modified Class that changes all of these Tags from their starting values..

Where it is used:

Class Line.

Tag Name: TYPE:x

Variables Used (x): Text (Monster, PC, NPC, Prestige, Base, Apprentice)

What it does:

This is used within the filters of PCGen to sort the classes by their respective types (makes it easier to find a specific class).

Example:

`TYPE:Base.PC`

The class will appear if the "Base" or "PC" filter options are selected.

Where it is used:

Class Line.

Tag Name: XTRAFEATS:x

Variables Used (x): Number

What it does:

This is used to determine how many extra feats the class will get at first level only.

Example:

`XTRAFEATS:1`

The class will gets 1 extra feat.

Where it is used:

Class Line.

## Spell Casters Tags

Tag Name: ADDDOMAINS:x.x

Variables Used (x): Text (Domain Name)

What it does:

- This grants additional domain choices to the character, it is a decimal (.) delimited list of names.
- It does not add them to the character's domains, but merely adds them to the list they can choose from.
- If the character gets a choice for a bonus domain, it may need to be paired with a BONUS:DOMAIN|NUMBER|x tag.
- It can contain PRExxx tags, in brackets ([PRExxx]), immediately after the domain name.

Examples:

`ADDDOMAINS:Sun`

The class gets the Sun domain as a choice regardless of the deity selected.

`ADDDOMAINS:Sun.Law`

The class gets the Sun & Law domains as a choice regardless of the deity selected.

`ADDDOMAINS:Sun[PREDIETY:Ra].Law`

The class gets a to choose between the Sun domain, if the character follows the diety Ra & the Law domain regardless of the deity selected.

Where it is used:

Class Level Line.

*** New 5.4

Tag Name: BONUS:CASTERLEVEL|x|y

Variables Used (x): Text (Class name)

Variables Used (y): Number (Number to add class level)

What it does:

- Each spellcasting class should have a CASTERLEVEL bonus associated with it.
- If no CASTERLEVEL bonus is present for a spell casting class, it will default to class level.
- This tag is listed here for this specific use but it is a Global tag and has wider uses including raising the caster level of racial spells. See the BONUS:CASTERLEVEL entry in Global tags for more information.

Example:

`BONUS:CASTERLEVEL|Wizard|CL`

Sets the Wizards spell caster level to his class level.

`BONUS:CASTERLEVEL|Paladin|CL/2|PRECLASSLEVEL:Paladin=4`

Sets the Paladins spell caster level to half his class level after he reaches level 4.

Where it is used:

Class Level Line.

*** New 4.3.1
Tag Name: BONUSSPELLSTAT:x

Variables Used (x):Text (Abbreviated name of stat from statsandchecks.lst or "None")

What it does:

- Changes the Stat used to determine Bonus spells that a spell caster get from high ability score from the SPELLSTAT named Stat.
- If not present, the SPELLSTAT will determine DCs and bonus spells.
- If set to NONE no bonus spells will be granted.

Example:

`BONUSSPELLSTAT:STR`

The class uses Strength to determine bonus spells.

`CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler`

Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.

Where it is used:

Class Line.

*** Updated 5.8

Tag Name: CAST:x

Variables Used (x): Number or Formula

What it does:

- Tells PCGen how many spell per day the caster has (displayed on the Spells Tab).
- If no Value is assigned at a given level, the tag defaults to 0.
- A formula can only be used if the HASSPELLFORMULA:Y tag is also set for the class.
- Note: The formula used cannot have commas (,) embedded in it. If a formula requires a comma use a DEFINE to set a variable and use the variable in the CAST progression.

Example:

`CAST:3,3,1`

Class can cast 3 0th level spells, 3 1st level spells and 1 2nd level spell.

Example:

`DEFINE:CastLvl0|min(6,4+CL) <tab> CAST:CastLvl0`

Sets the cast progression to the value of the variable `CastLvl0` for 0 level spells.

Where it is used:

Class Level Line.

(Deprecated, use CAST with KNOWN and SPELLLEVEL tag instead.)

Tag Name: CASTAS:x

This tag was used to tell PCGen to use the referenced class's CAST: and KNOWN: tag progressions but has not worked for some time. The capability is not needed as this can be done with other tags. The way to replicate another classes spellcasting capabilities is to copy that classes CAST, KNOWN and other spell related tags into the new class and then use the SPELLLIST tag to assign it the spell list from the class being replicated.

Tag Name: DEITY:x

Variables Used (x): Text

What it does:

The list that the character may follow, it is | (pipe) delimited and defaults to ANY if not present

Examples:

`DEITY:Zeus`

Class may only have "Zeus" as its Deity.

`DEITY:Zeus|Athena`

Class may have "Zeus" or "Athena" as its Deity.

Where it is used:

Class Line.

*** Updated 5.11.4

Tag Name: DOMAIN:x|x

Variables Used (x): Text

What it does:

- This grants additional domains, as listed, directly to the character.
- It is a | (pipe) delimited list of names and can contain PRExxx tags, in brackets ([PRExxx]), within it immediately after the domain name.
- This forces choices - ie. it forces one or more of the users choices to the listed domain(s).
- If a domain is added on top of the characters other normal domains, it will need to be paired with a BONUS:DOMAIN|NUMBER|x.

Example:s

`7 TAB DOMAIN:Sun`

At the seventh level class gets the Sun domain added.

`15 TAB DOMAIN:Sun|Law`

At fifteenth level class gets the Sun or law domain added.

`11 TAB DOMAIN:Sun[PREDEITY:Ra]|Law`

At eleventh level class gets the Sun or law domain added if thier deity is "Ra" or only Law if the deity is not "Ra".

Where it is used:

Class Level Line.

*** New 5.8

Tag Name: HASSPELLFORMULA:x

Variables Used (x): Yes (Ignored)

What it does:

Specifies that this class uses a formula for its `KNOWN` and/or `CAST` progressions.

Example:

`HASSPELLFORMULA:Yes`

Where it is used:

Class Line.

Tag Name: ITEMCREATE:x

Variables Used: Number or formula

What it does:

- The class level of the character will be multiplied by the numeric value supplied for calculating potions, scrolls, and wands.
- The default value is 1.
- ITEMCREATE is a rather complicated beast in the code (may have (+)(-)(*)(/)&() and CL for Character Level), yet is only documented as a number. This was updated (comment in the code reads: "This is to support older versions of the ITEMCREATE tag that allowed 0.5, because it used to be just a multiple"). The documentation should be updated to reflect the more complicated ITEMCREATE tag (sorry, while I can read the code, I don't know the designer's intent to make sure it's what should be documented).

Example:

`ITEMCREATE:2`

The class level is doubled when calculating potions, scrolls and wands.

`CLASS:Paladin ITEMCREATE:CL/3.3`

The class level is calculated to the follwoing values at different Character Levels; 1=.3, 2=.6, 3=.9, 4=1.2, 5=1.5, 6=1.8, 7=2.1, 8=2.4, 9=2.7, 10=3.0 when calculating potions, scrolls and wands.

Where it is used:

Class Line.

*** Updated 5.8

Tag Name: KNOWN:x

Variables Used (x): Number

What it does:

- Tells PCGen how many spell known the caster has (displayed on the Spells Tab).
- If no Value is assigned at a given level, the tag defaults to 0.
- A formula can only be used if the HASSPELLFORMULA:Y tag is also set for the class.
- Note: The formula used cannot have commas (,) embedded in it. If a formula requires a comma use a DEFINE to set a variable and use the variable in the KNOWN progression.

Example:

`KNOWN:6,4,3`

The class knows 6 0th level spells, 4 1st level spells and 3 2nd level spells.

Example:

`DEFINE:KnownLvl0|min(9,4+(CL/2)) <tab> KNOWN:KnownLvl0`

Sets the known progression to the value of the variable `KnownLvl0` for 0 level spells.

Where it is used:

Class Level Line.

*** Updated 5.11.4

Tag Name: KNOWNSPELLS:x

Variables Used (x): Text and/or Number

What it does:

- Used to automatically give spells, by name or level, to the spell caster.
- All spells granted by name or level will be given as long as the spell caster has a high enough prerequisite attribute score.
- The main entries are pipe delimited, and if an entry contains a comma delimited list, all the entries in the comma delimited list must be met.
- LEVEL=3,TYPE=Custom would be met only for level 3 spells which had Custom in its TYPE: string.
- The main use of the above would be to add TYPE:Divine to all the divine spells.
- Add TYPE:Divine.BasicCleric to all the clerical spells (Players Rules only), TYPE:Arcane to all the arcane spells, TYPE:Psionic to all the psionic powers etc.
- In the cleric class we could then have KNOWNSPELLS:TYPE=BasicCleric and be done with it (no need for LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|etc......).
- Anyone who wanted clerics to know all divine spells anyway could have CLASS:Cleric.MOD[tab]KNOWNSPELLS:TYPE=Divine
- .CLEAR will clear all spells awarded on Class or Class Level lines.

Example:

`6 TAB KNOWNSPELLS:Acid Fog`

The class knows the spell "Acid Fog" at 6th Level.

`1 TAB KNOWNSPELLS:Acid Fog|Alarm`

The class knows the spell "Acid Fog" at 6th Level; and "Alarm" at 1st Level.

`3 TAB KNOWNSPELLS:LEVEL=3`

The class knows all level 3 spells available.

`0 TAB KNOWNSPELLS:TYPE:Divine`

The class knows all divine spells AT 0 Level available.

`3 TAB KNOWNSPELLS:LEVEL=3,TYPE=Arcane`

The class knows all level 3 arcane spells available.

Where it is used:

Class and Class Level Line.

Tag Name: MEMORIZE

Variables Used: YES or NO

What it does:

Means that the class is required to memorize spells as a wizard does.

Example:

`MEMORIZE:YES`

The class memorizes spells as a wizard does.

Where it is used:

Class Line.

Tag Name: PROHIBITED:x,x

Variables Used: Text

What it does:

This is a comma delimited list of spell schools that are prohibited to the class (no spells from that school can be taken).

Example:

`PROHIBITED:Divination,Necromancy`

The class cannot use Divination or Necromancy.

Where it is used:

Class Line.

*** Updated 5.11.6

Tag Name: PROHIBITSPELL:x.y.y

Variables Used (x): ALIGNMENT

Variables Used (x): DESCRIPTOR

Variables Used (x): SCHOOL

Variables Used (x): SUBSCHOOL

Variables Used (x): SPELL

Variables Used (y): Text

What it does:

Prohibits characters from using certain spells. This tag can be qualified with PRExxx statements. Alignment restrictions imposed by this tag can be turned off by the PROHIBITSPELLS house rule preference.

SUBSCHOOL works just like SCHOOL syntax-wise.

SPELL allows individual spells... these MUST BE COMMA DELIMITED (NOT DOT DELIMITED)

Example:

`PROHIBITSPELL:ALIGNMENT.Evil`

Prohibits the character from taking spells with the 'Evil' descriptor.

`PROHIBITSPELL:ALIGNMENT.Chaotic.Evil`

Prohibits the character from taking spells that have both the 'Chaotic' and the 'Evil' descriptors.

`PROHIBITSPELL:DESCRIPTOR.Fear`

Prohibits the character from taking spells with the 'Fear' descriptor.

`PROHIBITSPELL:SCHOOL.Illusion`

Prohibits the character from taking spells from the illusion school.

`1 <tab> PROHIBITSPELL:ALIGNMENT.Good|PREALIGN:LE,NE,CE <tab> PROHIBITSPELL:ALIGNMENT.Evil|PREALIGN:LG,NG,CG <tab> PROHIBITSPELL:ALIGNMENT.Lawful|PREALIGN:CG,CN,CE <tab> PROHIBITSPELL:ALIGNMENT.Chaotic|PREALIGN:LG,LN,LE <tab> PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:2,5,8 <tab> PROHIBITSPELL:ALIGNMENT.Evil|PREDEITYALIGN:0,3,6 <tab> PROHIBITSPELL:ALIGNMENT.Lawful|PREDEITYALIGN:6,7,8 <tab> PROHIBITSPELL:ALIGNMENT.Chaotic|PREDEITYALIGN:0,1,2`

Prohibits the character from taking Good spells if alignment is 2,5,8; taking evil spells if alignment is 0,3,6; taking Lawful spells if alignment is 6,7,8; taking Chaotic spells if alignment is 0,1,2; taking Good spells if Deity alignment is LE,NE,CE; taking evil spells if Deity alignment is LG,NG,CG; taking Lawful spells if Deity alignment is CG,CN,CE; taking Chaotic spells if Deity alignment is LG,LN,LE.

`PROHIBITSPELL:SPELL|Fireball,Lightning Bolt`

Prohibits the character from taking spells from this list.

Where it is used:

Class Line.

Tag Name:SPELLBOOK:x

Variables Used: YES or NO

What it does:

Means that the class is required to use a spellbook as a wizard does.

Example:

`SPELLBOOK:YES`

The class uses a spellbook.

`CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler`

Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.

Where it is used:

Class Level Line.

*** Updated 5.7.15*** Updated 5.11.4

Tag Name: SPELLLIST:x|y|y

Variables Used (x): Number (number of choices)

Variables Used (y): Text (Class Name)

Variables Used (y): Text (Domain Name)

What it does:

- Optional.
- Following the number of choices this is a | (pipe) delimited list of class names that the class can choose from to duplicate spell casting ability.
- This tag can be used on a CLASS, CLASS line, SUBCLASS line or SUBCLASSLEVEL line.
- This tag can NOT be used on a ClassLevelLine.
- When .MODing the CLASS line you will need other Tags like SPELLSTAT: <tab> BONUSSPELLSTAT: <tab> SPELLTYPE: <tab> SPELLBOOK: <tab> BONUS:CASTERLEVEL| <tab> (list not inclusive).
- The syntax `SPELLLIST:<name>` has been deprecated.

Example:

`CLASS:Faemancer <tab> SPELLLIST:1|Ranger`

The class uses the ranger spell list.

`SUBCLASS:Egoist <tab> SPELLLIST:1|Ranger|Druid`

The subclass uses either the ranger or druid spell list.

`CLASS:War Mind <tab> SPELLLIST:2|Ranger|Druid|Barabarian`

The class uses 2 of the ranger, Druid or Barbarian spell lists.

`CLASS:Blood Witch <tab> SPELLLIST:1|Animal(Domain)`

The class uses the Animal Domain spell list.

`CLASS:Rogue.COPY=Blood Witch <tab> SPELLLIST:1|Animal(Domain)`

Copy class Rogue to Blood Witch useing the Animal Domain spell list.

`CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler`

Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.

Where it is used:

CLASSES, CLASS Line, SUBCLASS line or SUBCLASSLEVEL line.

Tag Name: SPELLSTAT:x

Variables Used: abbreviated name of stat (from statsandchecks.lst)

What it does:

Used to tell PCGen what attribute/stat to use for determining bonus spells and maximum level the character can cast

Example:

`SPELLSTAT:INT`

The class uses Intelligence to determine bonus spells and maximum casting level.

`SPELLSTAT:SPELL`

Tells the program to look for a STAT:tag in the spells the class uses, and use that for each spell. For example used with psionic classes, where the spellstat depends on the powers used and not on the class.

`CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler`

Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.

Where it is used:

Class Line.

Tag Name: SPELLTYPE:x

Variables Used (x): Text (Spell type)

What it does:

The type of spells the character casts

Example:

`SPELLTYPE:Arcane`

The class uses arcane spells.

`CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler`

Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.

Where it is used:

Class Line.

*** Updated 5.11.4

Tag Name: SPECIALTYKNOWN:x,x,x,x,...

Variables Used (x): Number

What it does:

Adds the numeric value given to the number of specialty school spells that the class can cast per spell level. If not listed, the default value is 0.

Example:

`19 <tab> SPECIALTYKNOWN:1,1,1,1,1,1,1,1,1,1`

At 19 level the specialist can prepare one additional Zero thru ninth level spell (of the school selected as a specialty) per spell level each day.

`12 <tab> SPECIALTYKNOWN:1,1,1`

At 12 level the Paladin can prepare one third level spell per spell level each day, he already had a first and second.

Where it is used:

Class Level Line.

### Sub-Class Tags

Tag Name: CHOICE:x

Variables Used (x): Text (Specialty Name)

What it does:

Indicates the specialty (name of school, sub-school or descriptor) of this subclass/specialty.

Examples:

`SUBCLASS:Illusionist <tab> CHOICE:Illusion`

For an Illusionist.

`SUBCLASS:Abjure <tab> rCHOICE:Abjuration`

For an Abjurer.

`SUBCLASS:Diviner <tab> CHOICE:Divination`

For a Diviner.

`SUBCLASS:Savant <tab> CHOICE:Psychokinesis`

For a Psychokinesis.

`SUBCLASS:Blue Dragon Disciple <tab> CHOICE:Black Dragon Disciple`

For a Black Dragon Disciple.

`SUBCLASS:Shaper <tab> CHOICE:Illusion.CLEAR`

Removes the coice for an Illusionist.

`SUBCLASS:Nomad <tab> CHOICE:Abjuration.MOD <tab> CHOICE:Divination`

Replaces the choice for an Abjurer with Diviner.

Where it is used:

Subclass Line.

*** New 5.3.3
Tag Name: COST:x

Variables Used (x): Number

What it does:

Indicates the cost (how many prohibited schools must be selected) of this specialty or subclass (0 is default).

Example:

`COST:2`

The subclass has a cost of 2.

Where it is used:

Subclass Line (REQUIRED to be on each SUBCLASS line).

*** New 5.3.3
Tag Name: HASSUBCLASS:x

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

What it does:

Indicates whether or not this class can choose a specialty or subclass.

Example:

`HASSUBCLASS:YES`

The class has subclasses.

`CLASS:Druid.MOD <tab> HASSUBCLASS:YES`

The class has been modified to include subclasses.

Where it is used:

Class Line (REQUIRED if the class has SUBCLASS lines).

Tag Name: KNOWNSPELLSFROMSPECIALTY:x

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

What it does:

Indicates the number of spells from their specialty this class gets in addition to their regular allotment.

Example:

`KNOWNSPELLSFROMSPECIALTY:1`

The subclass has 1 spell from their specialty in addition to normal.

Where it is used:

Subclass Line.

*** New 5.4

Tag Name: PROHIBITCOST:x

Variables Used (x): Integer

What it does:

Determines the redeemed value (against COST) of this school if selected as prohibited. Allows a prohibited cost to be set independently of the cost.

Optional tag. If PROHIBITCOST is not present in the SUBCLASS line the value will default to COST. A value of 0 prevents this school from being prohibited.

Example:

`PROHIBITCOST:2`

The subclass has a prohibited cost of 2.

Where it is used:

Subclass Line.

Tag Name: SPELLSTAT:x

Variables Used (x): Text (abbreviated name of stat from statsandchecks.lst)

What it does:

- Indicates what stat this subclass/specialty uses to determine what maximum level of spells they can cast.
- Overwrites any SPELLSTAT tag in the main CLASS line.
- The stat specified can be any stat defined in statsandchecks.lst system file.

Examples:

`SPELLSTAT:STR`

This subclass uses Strength to determine maximum level of spells.

`SPELLSTAT:INT`

This subclass uses Intelligence to determine maximum level of spells.

`SPELLSTAT:SPELL`

Tells the program to look for a STAT:tag in the spells the class uses, and use that for each spell. For example used with psionic classes,where the spellstat depends on the powers used and not on the class.

`CLASS:Defender.MOD <tab> SPELLSTAT:INT <tab> BONUSSPELLSTAT:NONE <tab> SPELLTYPE:Arcane <tab> SPELLBOOK:NO <tab> BONUS:CASTERLEVEL|Defender|TL <tab> SPELLLIST:1|Channeler`

Modifying the class Defender changes all of these tags to determine bonus spells and maximum casting level.

Where it is used:

Subclass Line.

Tag Name: SUBCLASS:x

Variables Used (x): Text (name of subclass or specialty)

What it does:

- Defines a subclass or specialty choice.
- First tag of a line between the Class Lines and the level definition lines for the class which can choose these subclasses or specialties.

Example:

`SUBCLASS:Illusionist`

The class has Illusionist as a subclass.

Where it is used:

Subclass Line.

*** New 4.3.1
Tag Name: SUBCLASSLEVEL:x

Variables Used (x): Number

What it does:

- Defines a subclass level at which a particular Special Ability is granted.
- This tag should MUST be the first tag on a line, and will define a Subclass level dependent ability for the SUBCLASS immediately above it.
- Located before the Class Level Lines.

Example:

`SUBCLASSLEVEL:3 <tab> SA:Angelfire`

would add SA:Angelfire at level 3

Where it is used:

Subclass Line.

### Substitution Level Tags

*** New 5.11.0
Tag Name: HASSUBSTITUTIONLEVEL:x

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

What it does:

Indicates whether or not this class can choose substitution levels.

Example:

`HASSUBSTITUTIONLEVEL:YES`

The class has substitution levels.

Where it is used:

Class Line (REQUIRED if the class has SUBSTITUTIONCLASS lines).

*** New 5.11.0

Tag Name: SUBSTITUTIONCLASS:x

Variables Used (x): Text (name of substitution levels)

What it does:

- Defines a group of substitution levels.
- First tag of a line between the Class Lines and the level definition lines for the class which can choose these substitution levels.

Example:

`SUBSTITUTIONCLASS:Orc Ranger`

The class has Orc Ranger substitution levels.

Where it is used:

Substitutionclass Line.

*** New 5.11.0
Tag Name: SUBSTITUTIONLEVEL:x

Variables Used (x): Number

What it does:

- Defines a substitution level at which a particular Special Ability is granted.
- This tag should MUST be the first tag on a line, and will define a substitution level dependent ability for the SUBSTITUTIONCLASS immediately above it.
- Located before the Class Level Lines.

Example:

`SUBSTITUTIONLEVEL:4 <tab> SA:Goblin Slave (Ex)`

would add SA:Goblin Slave (Ex) at level 4 instead of the standard level 4 class abilities.

Where it is used:

Substitutionclass Line.

### Other Optional Tags

Tag Name: EXCLASS:x

Variables Used (x): Text (Class Name)

What it does:

This is the class to which all current class levels are converted if the class prerequisites are no longer met.

Example:

`EXCLASS:Ex Monk`

If prerequisites are no longer met, the character becomes an "Ex Monk".

Where it is used:

Class Line.

Tag Name: EXCHANGELEVEL:w|x|y|z

Variables Used (w): Text (Class Name)

Variables Used (x): Number (Class level, minimum level required in donating class)

Variables Used (y): Number (Class level, maximum levels donated from class)

Variables Used (z): Number (Class level, lowest that donation can lower donating class level to)

What it does:

Allows the exchange of levels from the current class to the specified class.

Example:

`EXCHANGELEVEL:Ex Paladin|11|10|1`

Up to 10 levels of Ex Paladin can be exchanged as long as there were at least 11 levels of Ex Paladin available.

Where it is used:

Class Line.

Tag Name: FEATAUTO:x|x

Variables Used (x): Text (Feat Names)

Variables Used (x): .CLEAR.Text (Feat Names)

What it does:

- This is a PIPE (|) delimited list of feats that are automatically granted to the class.
- The feats granted are not stored with the character, but are rather assigned "on-the-fly".
- The entire feat, including subchoices, must be specified within the tag. (i.e. 'Exotic Weapon Proficiency (Sword (Two-Bladed)).

Examples:

`FEATAUTO:Simple Weapon Proficiency`

The class automatically receives the "Simple Weapon Proficiency" feat.

`FEATATUO:Alertness|Blind Fighting`

The class automatically receives the "Alertness" and "Blind Fighting" feats.

`CLASS:Ranger.MOD <tab> ADD:FEAT(Track,Shadow (TT))`

`1 <tab> FEATAUTO:.CLEAR.Track`

The class automatically receives the "Track" and "Shadow (TT)" skills, then removes the "Track" skill, on the first Class Level.

Where it is used:

Class and Class Level Line.

*** New 5.7.8 *** Updated 5.11.4

Tag Name: HITDIE:x

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)

What it does:

- 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 (%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 class 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 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.

Where it is used:

Class Level Line.

Tag Name: LANGBONUS:x,x

Variables Used (x): Text (Languages)

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

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

Variables Used (x): .CLEAR

What it does:

This is a comma (,) delimited list of the languages a character can choose from based upon their Intelligence stat.

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

Examples:

`LANGBONUS:Draconic`

The class can choose "Draconic" as one of thier languages.

`LANGBONUS:Draconic,Elven`

The class can choose "Draconic" or "Elven" as one of thier languages.

`LANGBONUS:ALL`

The class can choose any language loaded from sources as one of thier languages.

`LANGBONUS:TYPE=Written`

The class can choose any written language as one of thier languages.

`LANGBONUS:TYPE=Spoken,Draconic`

The class can choose any written language or "Draconic" as one of thier languages.

`LANGBONUS:.CLEAR,Dwarven,Gnomish,Orcish`

The class has all bonus languages cleared then can choose "Dwarvish", "Gnomish" or "Orcish" as one of thier languages.

Where it is used:

Class Level Line.

(Deprecated 5.11 - Remove 6.0, use PREMULT with !PRECLASS:1,Any tag instead.)

Tag Name: MULTIPREREQS:x

Variables Used (x): None

What it does:

If This tag is used then all Pre-Requisites are valid only if the character would be multi-classing into that class (i.e. there are no pre-reqs for choosing this as the first class).

Example:

`MULTIPREREQS`

The class prerequisites are only valid if not taken at 1st level.

Where it is used:

Class Line.

*** New 5.8

Tag Name: REMOVE:FEAT(x,x)y

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

Variables Used (x): TYPE.Text (Name of feat type)

Variables Used (x): CLASS.Text (Name of feat type)

Variables Used (x): CHOICE (pops a chooser box)

Variables Used (y): Number (Number of feats to remove, Optional)

Variables Used (y): ALL (Removes all indicated feats without prompting)

What it does:

Provides options for removing feats, this works with hidden feats as well as standard feats but not on those applied with the VFEAT or MFEAT tags. The (y) variable is optional, if not present the tag simply removes whatever feats are specified in variable (x).

Example:

`REMOVE:FEAT(Alertness)`

Removes the Alertness feat, no choice is presented, the feat is simply removed.

`REMOVE:FEAT(TYPE.Fighter)3`

Presents a list of Fighter type feats and allows the removal of up to 3.

`REMOVE:FEAT(CHOICE)2`

Presents a list of all feats the character has and allow removal of 2 of them. If a feat has a COST:# associated with it, it returns that # back to the feat pool.

`REMOVE:FEAT(CLASS.Paladin)ALL`

Removes all feats that have been granted/taken by the Paladin Class.

Where it can be used:

Works in class and template files.

*** New 5.8

Tag Name: REPEATLEVEL:x|y|z:<level>:<level assigned item>

Variables Used (x): Number (level interval)

Variables Used (y): Number (Number of intervals before skipping one interval, use 0 for no skip, Optional)

Variables Used (z): Number (Maximum level, Optional)

What it does:

- When encountered on a class level line all the tags included in the line will be applied again at later levels at intervals specified by the tag.
- The progression begins at the level the REPEATLEVEL tag is encountered in.
- Variable x specifies the interval that the line will be repeated, so if you specified 3 at level one the line would repeat again at level 4, 7, 10, etc...
- Variable y specifies the interval with the first interval where it will skip one interval, to continue the above example if you specified 3 (variable x) at level one and 2 for variable y the line would repeat again at level 4, 10, 13, 19, 22, 28, etc...
- Variable z specifies the level at which the progression ends.
- Variables y and z are optional but if you use z you must also use y which can be set to 0 if it is not otherwise used.
- Any valid class tags may be used on the line to be repeated.

Example:

`5 <tab> REPEATLEVEL:5 <tab> ADD:FEAT(ABonusFeat)`

would add at levels 5,10,15,20,... up to the MAXLEVEL defined by class.

`1 <tab> REPEATLEVEL:1|4 <tab> ADD:FEAT(ABonusFeat)`

would add at levels 1,2,3,4,6,7,8,9,11,12,13,14,... up to the MAXLEVEL defined by class.

`2 <tab> REPEATLEVEL:2|0|20 <tab> ADD:FEAT(ABonusFeat)`

would add at levels 2,4,6,8,... up to level 20.

Where it is used:

Class Level Lines.

*** Deprecated - Use SA

Tag Name: SA:name(SPECIALS)

Tag Name: SKILLLIST:x|y|y

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

Variables Used (y): Text (Class Name)

What it does:

This is a | (pipe) delimited list of class names that the class can choose from to duplicate class skills.

Examples:

`SKILLLIST:1|Ranger`

The class can choose from Ranger class skills.

`SKILLLIST:1|Ranger|Druid`

The class can choose either from Ranger or Druid class skills.

`SKILLLIST:2|Ranger|Druid|Barabarian`

The class can choose from 2 of Ranger, Druid or Barbarian class skills.

Where it is used:

Class Line.

*** Deprecated - Use SA

Tag Name: SPECIALS

Tag Name: TEMPLATE:x

Variables Used: Text (Template Name)

What it does:

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

Example:

`TEMPLATE:Incorporeal|Undead|Celestial`

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

Variables Used (x): TEMPLATE:CHOOSE:

What it does:

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

Example:

`TEMPLATE:CHOOSE:Celestial|Outsider`

The class can choose either the "Celestial" or "Outsider" templates.

Variables Used (x): ADDCHOICE

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 class can choose from the "Demihuman" or "Beast" templates in addition to others already entitled.

Where it is used:

Class Level Line or Class Line.

*** New 5.5

Tag Name: BONUS:UDAM|CLASS.x|y

Variables Used (x): Text (Class name)

Variables Used (y): Number or formula (Levels to add to unarmed damage)

What it does:

- This tag adds levels to the characters unarmed damage bonus as if he/she had gained those levels as a Monk.
- This tag is listed here for this specific use but it is a Global tag and has wider uses including raising the unarmed damage level by magic items. See the BONUS:UDAM entry in Global tags for more information.

Example:

`BONUS:UDAM|CLASS.Monk|5`

Unarmed damage is treated as a Monk of five levels higher. For this to work you must have Monk levels.

`BONUS:UDAM|CLASS.Monk|CL=SpecialMonk`

Would raise the Monks Unarmed Damage 'level' by the Class Level of the 'SpecialMonk' class.

Where it is used:

Class Level Line.

*** New 4.3.9

Tag Name: VISIBLE:x

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

What it does:

- This determines whether the class is shown on the Classes and Summary tabs as a valid choice for selection.
- VISIBLE:NO is used mainly for EXCLASS classes.
- Default is YES.

Example:

`VISIBLE:NO`

The class is not visible for selection on the Classes and Summary tabs.

Where it is used:

Class Line.

*** Updated 5.7.12

Tag Name: WEAPONBONUS:x|x

Variables Used (x): Text (Weapon Proficiency 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 class as a choice of ONE of the listed weapons.

Example:

`WEAPONBONUS:Dagger|Staff|Club|Mace|Sword (Short)|Shortbow (Composite)`

The class can choose from a weapon proficiency from "Dagger", "Staff", "Club", "Mace", "Sword (Short)" or "Shortbow (Composite)".

`WEAPONBONUS:TYPE.Simple`

The class receives bonus proficiency in any one Simple weapon.

Where it is used:

Class Level Line.

### Monster Specific Tags

Tag Name: LEVELSPERFEAT:x

Variables Used (x): Number

What it does:

This is the number of levels it takes for a monster to gain a new feat.

Example:

`LEVELSPERFEAT:2`

The class gets 1 feat per 2 levels.

Where it is used:

Class Line.

Tag Name: MODTOSKILLS:x

Variables Used (x): YES or NO

What it does:

This is either YES or NO for monster types that do not get their Intelligence modifiers for skills they get from gaining hit dice

Example:

`MODTOSKILLS:YES`

The class gets the intelligence modifier for skills they get for gaining hit dice.

Where it is used:

Class Line.

*** New 5.7.9

Tag Name: MONNONSKILLHD:x

Variables Used (x): Number (Number of hit dice)

What it does:

Defines the number of hit dice the monster does not get skill points for. This is normally defined by size, so the tag is normally seen with a PRESIZE requirement. It is only used with default monster mode off and will override other skill settings.

Example:

`MONNONSKILLHD:32|PRESIZEEQ:C`

A colossal monster would not get skill points for the first 32 levels/hit dice of this class.

Where it is used:

Class Line.

*** New 5.7.9

Tag Name: MONSKILL:x

Variables Used (x): Number or Formula (Skill points per level/hit die)

What it does:

Defines the number of skill points a monster gets per level/hit die of this class. It can be either a formula or a number. If it is a formula, stat abbreviations will be translated to the bonus for that stat. Note this is only used with default monster mode off.

Example:

`MONSKILL:6+INT`

Each level the monster will receive 6 + int bonus skill points.

Where it is used:

Class Line.

*** Updated 5.9.4

Tag Name: PRERACETYPE:x

Variables Used (x): Text (Race Name)

What it does:

- As of version 5.9.4 the function of setting Creature Type for a race is being moved from the Race tag TYPE to the new race tag RACETYPE.
- The PRERACETYPE tag checks both the TYPE and RACETYPE race entries (if they exist) to preserve backwards compatibility.
- The PRERACETYPE tag checks the RACETYPE entry in the race line only and not the currently active RACETYPE, this is because a race should always qualify for it's base type monster class regardless of any acquired Types.
- For monster classes the race must be of this type or they can not take the class.
- This is a separate PRExxx tag from other PRExxx tag because it does not count towards being a prestige class.

Where it is used:

Class Line.

Example:

`PRERACETYPE:Animal`

This class can only be taken by "Animal" races.