# Skill Files

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

`Craft (Structural)`

The skill named "Craft (Structural)" is to be created.

`Forgery.MOD`

The skill named "Forgery" is to be modified.

`Computer Use.FORGET`

The skill named "Computer Use" 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

The name of the skill must be the first entry on each line.

Tag Name: ACHECK:x

Variables Used (x): DOUBLE

Variables Used (x): NO

Variables Used (x): NONPROF

Variables Used (x): PROFICIENT

Variables Used (x): WEIGHT

Variables Used (x): YES

What it does:

- This tells PCGen whether any penalties from equipped armor are applied.
- NO - Armor check penalty does not apply (Default).
- YES - Armor check penalty applies to this skill.
- PROFICIENT - Armor check penalty applies if the character is not proficient in it.
- DOUBLE - Armor check penalty of double normal applies to this skill.
- WEIGHT - Weight carried penalty applies to the skill check.
- .MOD Behavior: When modifying a skill with the `.MOD` tag, given an existing `ACHECK` tag, the data included in a new `ACHECK` tag will overwrite the existing tag data.

Example:

`ACHECK:YES`

Armor check penalty applies to this skill.

.MOD Example (Overwriting):

Initial Skill: `Brachiation <tab> ACHECK:YES`

Modified By: `Brachiation.MOD <tab> ACHECK:DOUBLE`

Is Equivalent To: `Brachiation <tab> ACHECK:DOUBLE`

The skill "Brachiation" receives a double penalty from equipped armor.

*** New 5.3.3

Tag Name: CLASSES:x

Variables Used (x): Text (Class Name)

Variables Used (x): ALL

What it does:

- Makes the given skill a class skill for the listed classes.
- .MOD Behavior: When modifying a skill with the `.MOD` tag, given an existing `CLASSES` tag, the data included in a new `CLASSES` tag will be appended to the existing tag data.

Example:

`CLASSES:Cleric|Paladin`

The listed skill is class skill for "Cleric" or "Paladin" characters.

`CLASSES:ALL`

The listed skill is class skill for all classes.

`CLASSES:ALL|!Wizard`

The listed skill is a class skill for all classes except for "Wizard" characters.

.MOD Example (Appending):

Initial Skill: `Brachiation <tab> CLASSES:Acrobat`

Modified By: `Brachiation.MOD <tab> CLASSES:Ranger`

Is Equivalent To: `Brachiation <tab> CLASSES:Acrobat|Ranger` .

The skill "Brachiation" is a class skill for both the "Acrobat" and the "Ranger" classes.

Tag Name: EXCLUSIVE:x

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

What it does:

- This tells PCGen whether a skill is an exclusive skill or not.
- If this is set to YES then ONLY classes that have this listed as a class skill can take it.
- The Default is NO.
- .MOD Behavior: When modifying a skill with the `.MOD` tag, given an existing `EXCLUSIVE` tag, the data included in a new `EXCLUSIVE` tag will overwrite the existing tag data.

Example:

`EXCLUSIVE:YES`

This skill may only be taken if it is a class skill.

.MOD Example (Overwriting):

Initial Skill: `Brachiation <tab> EXCLUSIVE:YES`

Modified By: `Brachiation.MOD <tab> EXCLUSIVE:NO`

Is Equivalent To: `Brachiation <tab> EXCLUSIVE:NO`

The exclusive skill "Brachiation" is no longer exclusive.

Tag Name: KEYSTAT:x

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

What it does:

- This is to set what stat (as defined by the Game Mode List File) the skill draws bonuses from.
- If the tag is not included no Stat bonus will be applied.
- .MOD Behavior: When modifying a skill with the `.MOD` tag, given an existing `KEYSTAT` tag, the data included in a new `KEYSTAT` tag will overwrite the existing tag data.

Example:

`KEYSTAT:INT`

Sets the Key stat for the skill to Intelligence.

.MOD Example (Overwriting):

Initial Skill: `Brachiation <tab> KEYSTAT:DEX`

Modified By: `Brachiation.MOD <tab> KEYSTAT:STR`

Is Equivalent To: `Brachiation <tab> KEYSTAT:STR`

The keystat for the skill "Brachiation" is no "Strength".

*** New 6.03.0

Tag Name: SITUATION:x|x

Variables Used (x): Text (Skill situation)

What it does:

- This is used to set situational skills.
- .MOD Behavior: When modifying a skill with the `.MOD` tag, given an existing `SITUATION` tag, the data included in a new `SITUATION` tag will appended to the existing tag data.

Example:

`Stealth <tab> SITUATION:In Darkness`

Sets the situational skill "Stealth (In Darkness)".

.MOD Example:

Initial Skill: `Stealth <tab> SITUATION:In Darkness`

Modified By: `Stealth.MOD <tab> SITUATION:In Caverns`

Is Equivalent To: `Stealth <tab> SITUATION:In Darkness|In Caverns`

Creates the situational skills "Stealth (In Darkness)" and "Stealth (In Caverns)".

Tag Name: USEUNTRAINED:x

Variables Used (x): Boolean (efault is YES)

What it does:

- `YES` or `NO` are used to indicate if this skill can be used untrained by the character.
- .MOD Behavior: When modifying a skill with the `.MOD` tag, given an existing `USEUNTRAINED` tag, the data included in a new `USEUNTRAINED` tag will overwrite the existing tag data.

Example:

`USEUNTRAINED:NO`

This skill may not be used if untrained.

.MOD Example (Overwriting):

Initial Skill: `Brachiation <tab> USEUNTRAINED:NO`

Modified By: `Brachiation.MOD <tab> USEUNTRAINED:YES`

Is Equivalent To: `Brachiation <tab> USEUNTRAINED:YES`

The modified "Brachiation" skill can be used untrained.

*** New 5.7.7

Tag Name: VISIBLE:x|y

Variables Used (x): YES (Default)

Variables Used (x): ALWAYS

Variables Used (x): NO

Variables Used (x): DISPLAY

Variables Used (x): GUI

Variables Used (x): EXPORT

Variables Used (x): CSHEET

Variables Used (y): READONLY (Optional)

What it does:

- `YES` , `ALWAYS` - Shows the skill name in PCGen and on export to a character sheet.
- `NO` - Hides the skill completely.
- `DISPLAY` , `GUI` - Displays the skill name in PCGen but not on the character sheet.
- `EXPORT` , `CSHEET` - Hides the skill name from PCGen but displays it on the character sheet.
- `READONLY` - This will block the user from adding Ranks to the skill in the Skill Tab.
- `READONLY` is not valid when `VISIBLE` is set to `EXPORT` or `CSHEET` .
- .MOD Behavior: When modifying a skill with the `.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 skill name in PCGen and on the Output sheet.

`VISIBLE:ALWAYS`

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

`VISIBLE:DISPLAY`

Shows the skill name in PCGen but not on the Output sheet.

`VISIBLE:GUI`

Shows the skill name in PCGen but not on the Output sheet.

`VISIBLE:CSHEET`

Shows the skill name on the Output sheet but not in PCGen.

`VISIBLE:ALWAYS|READONLY`

Shows the skill name in PCGen and on the Output sheet but prohibits the user from adding ranks to it.

.MOD Example (Overwriting):

Initial Skill: `Brachiation <tab> VISIBLE:EXPORT`

Modified By: `Brachiation.MOD <tab> VISIBLE:YES`

Is Equivalent To: `Brachiation <tab> VISIBLE:YES`

The modified "Brachiation" skill can be seen throughout the PCGen experience.