# Feat Files

*** Updated 5.13.6

Each feat takes one line and the first field must be the feat's name.

Naming Feats

When naming feats you should only use parentheses at the end of the name if the name is not duplicated elsewhere. This is because of how PCGen names feats which can be taken multiple times. For example, the Feat Weapon Focus when taken will display as Weapon Focus(Dagger). Another example is Armor Proficiency (Light), there is no feat named Armor Proficiency so this name is fine. What is happening is when PCGen finds a feat with parentheses that duplicates the name of another feat it assumes that feat is an instance of the one without parentheses and does not display the one with parentheses.

`Improved Critical`

The feat named "Improved Critical" is to be created.

`Acrobatic.MOD`

The feat named "Acrobatic" is to be modified.

`Occupation (Emergency Services).FORGET`

The feat named "Occupation (Emergency Services)" is to be forgotten.

When POINTPOOLNAME trigger tag is present in miscinfo file Summary Tab Will display total points/points remaining (i.e. Development Points 160/135) on the same line as the stat total and stat mod total

Skills Tab - Instead of skill points by class/level requirement to spend skill points, it's just a pool this is also populated by the classes STARTSKILLPTS and miscinfo SKILLMULTIPLIER

Feats Tab - Will show total point pool as reported on the skills tab

*** New

Tag Name: ADDSPELLLEVEL:x

Variables Used (x): Number (Increase in spell slot level)

What it does:

This tag is used in metamagic feats to denote how much higher the spell level slot requires.

Example:

`ADDSPELLLEVEL:2`

A spell with this metamagic feat applied to it takes up a slot two levels higher than the normal spell.

*** New 5.15.2

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 (Optional. Used for substitutions in y)

What it does:

- Identifies an "aspect" (see examples below) that a feat has and sets it's value.
- This tag can be used multiple times within a feat but each time it must identify a new aspect.
- The text in the y variable can use %z for replacing numerical values set by the z variable, %1 is replaced by the first z, %2 is replaced by the second z, etc..
- The y text can also use other special variables, also usable in the `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.
- `ASPECT` tags can be modified by .MODing the feat and inserting a new `ASPECT` tag. Since each aspect name can hold only one value per featm .MODing a new `ASPECT` tag will overwrite the only value of the aspect by that name in the feat

Example:

`ASPECT:Action Type|Standard Action`

Identifies the "Action Type" of an action performed as part of the associated feat as a "Standard Action".

`ASPECT:Attack Type|Melee weapon`

Identifies the "Attack Type" of an attack performed as part of the associated feat as a "Melee weapon" attack.

`ASPECT:Target|One creature`

Identifies the "Target" of an action performed as part of the associated feat as "One creature".

`ASPECT:Attack|Strength vs. AC`

Identifies an "Attack" performed as part of the associated feat as "Strength vs. AC".

`ASPECT:Attack Type|Ranged %1|PowerRange`

Identifies the "Attack Type" of an attack performed as part of the associated feat 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 feat as "Double damage" to the creature chosen by the associated chooser.

Tag Name: BENEFIT:x

Variables Used (x): Text (feat benefit text)

What it does:

This is the benefit text of the feat from the source material. This text will be displayed in the feat description field if the "Display Feat Description" checkbox in the Appearance/Display Options Preference window is unchecked. Otherwise the text from the DESC tag will be displayed.

Example:

`BENEFIT:This is sample text for the example purposes`

Adds feat benefit.

Tag Name: COST:x

Variables Used (x): Number (feat point cost)

What it does:

This is how many feat points the feat costs. A decimal value, as the example below, would mean that it only costs 1/2 a feat point.

Example:

`COST:1`

Feat costs one feat point.

`COST:.5`

Feat costs half a feat point.

Default Value:

`1`

*** New 5.11.x

Tag Name: MODIFYFEATCHOICE:x

Variables Used (x):Text (feat name)

Variables Used (x):TYPE=Text (feat type)

What it does:

- This tag allows for a previous feat choice to be replaced by a new one.
- The feat called must allow choices to be a valid ability.

Example:

`MODIFYFEATCHOICE:TYPE=NinjaMonkeySchool`

Allows the selection of a new school from a list of schools of type 'NinjaMonkeySchool' to replace a previously selected one.

`MODIFYFEATCHOICE:Ninja Monkey Primary Weapon Reselection`

Allows a ninja monkey to select a new primary weapon, replacing an earlier selected primary weapon.

Tag Name: MULT:x

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

What it does:

This determines if a feat can be taken multiple times. If the value is set to YES, then you MUST also use a CHOOSE tag.

Example:

`MULT:YES`

This Feat can be taken multiple times.

Default Value:

`NO`

Tag Name: STACK:x

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

What it does:

This tells PCGen if the feat benefits may be stacked on one another.

Example:

`STACK:YES`

This Feat may be stack on it's self.

Default Value:

`NO`

*** New 5.6

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.

`TEMPLATE:Half Dragon (Red)|Zombie`

Adds the templates "Half Dragon (Red)" and "Zombie" to the character.

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.
- When using the `TEMPLATE:ADDCOICE` tag as part of a `.MOD` of a Feat that containes multiple `TEMPLATE:CHOOSE` tags, all instances of the `TEMPLATE:CHOOSE` tag will be modified.

Example:

`TEMPLATE:ADDCHOICE:Demihuman|Beast`

The feat allows the selection of previously defined templates plus the "Demihuman" or "Beast" templates.

Tag Name: TEMPLATE:CHOOSE:x|x

Variables Used (x): Text (Template Name)

What it does:

- Will present a popup window of the choices provided in the pipe-delimited (|) list, allowing the user to pick ONE from the list.
- Multiple `TEMPLATE:CHOOSE` tags can be used in the same LST object but doing so can cause unintended results.

Example:

`TEMPLATE:CHOOSE:Celestial|Outsider`

The feat allows the selections 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 feat name in PCGen and on export to a character sheet.
- `NO` - Hides the feat name in PCGen and on export to a character sheet.
- `DISPLAY` - Displays the feat name in PCGen but not on the character sheet.
- `EXPORT` - Hides the feat name from PCGen but displays it on the character sheet.

Example:

`VISIBLE:YES`

Shows the feat name in PCGen and on the Output sheet.