# Template Files

A Template is a series of special 'ideas' that are applied to a character.

These 'ideas' take the form of Undead, Lycanthropy, Celestial, Outsider, etc., and enhance your character is some way. Each template is one line only and the first field must be the template name.

## Building a Template

This space is reserved for a basic introduction to building templates.

## Template File Tag Dictionary

*** New 5.9.7

Tag Name: ADDLEVEL:x|y

Variables Used (x): Text (Class name)

Variables Used (y): Number or Formula (Number of levels to add)

What it does:

- This tag will add the specified number of levels of the given class to the character the template is applied to.
- The levels function as normal class levels in all ways except that they will be removed when the template is removed.
- These levels will be added regardless of whether or not the character qualifies for the class in question.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `ADDLEVEL` tag, the data included in a new `ADDLEVEL` tag will be included as if it were a separate tag.

Example:

`ADDLEVEL:Animal|6`

Adds six levels of the Animal class to the character.

.MOD Example (Included Separately):

Initial Template: `Werewolf <tab> ADDLEVEL:Animal|2`

Modified By: `Werewolf.MOD <tab> ADDLEVEL:Animal|1`

Is Equivalent To: `Werewolf <tab> ADDLEVEL:Animal|2 <tab> ADDLEVEL:Animal|1` .

The werewolf gains three levels in the class "Animal".

Tag Name: BONUSSKILLPOINTS:x

Variables Used (x): Number (Number of bonus skill points >0)

What it does:

- The numeric value provided will be multiplied by 4 at first level and granted to the character as the beginning skill points while subsequent levels will be granted only the numeric value as additional skill points.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `BONUSSKILLPOINTS` tag, the data included in a new `BONUSSKILLPOINTS` tag will overwrite the existing tag data.

Example:

`BONUSSKILLPOINTS:2`

Two bonus skill points are given.

.MOD Example:

Initial Template: `Sentient Construct <tab> BONUSSKILLPOINTS:2`

Modified By: `Sentience Construct.MOD <tab> BONUSSKILLPOINTS:3`

Results In: `Sentient Construct <tab> BONUSSKILLPOINTS:3`

Twelve skill points are granted at first level with three being granted at all subsequent levels.

*** New 5.7.7

Tag Name: BONUS:MONSKILLPTS|LOCKNUMBER|x

Variables Used (x): Number (Skill points)

What it does:

This will override the base skill points for monster HD. This tag will work retroactively.

Example:

`BONUS:MONSKILLPTS|LOCKNUMBER|6`

This template will set 6 as the base skill points for any monster levels.

Tag Name: CHOOSE:LANGAUTO:x|x

Variables Used (x): Text (Language Name)

What it does:

- This is a pipe-delimited (|) list of languages for the character to choose from that are automatically granted and do not count against the language limit determined by an ability score/stat.
- .MOD Behavior: When modifying a template with the `.MOD` tag, the data included in this tag will be overwritten by the new `CHOOSE:LANGAUTO` tag if one is included in the modification.

Example:

`CHOOSE:LANGAUTO:Abyssal|Infernal`

"Abyssal" & "Infernal" are granted as bonus languages.

.MOD Example:

Initial Template: `Darkling <tab> CHOOSE:LANGAUTO:Abyssal|Infernal`

Modified By: `Darkling.MOD <tab> CHOOSE:LANGAUTO:Ignan|Undercommon`

Is Equivalent To: `Darkling <tab> CHOOSE:LANGAUTO:Undercommon`

Darklings are allowed to choose either "Ignan" or "Undercommon" as an automatic language.

Tag Name: CR:x

Variables Used (x): Number (Challenge rating adjustment >0)

What it does:

- This is the amount the character's challenge rating is increased by this template.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `CR` tag, the data included in a new `CR` tag will overwrite the existing tag data.

Example:

`CR:2`

The character's challenge rating is increased by two.

`<template name>.MOD <tab> CR:3`

The character's challenge rating is increased by three.

.MOD Example:

Initial Template: `Darkling <tab> CR:2`

Modified By: `Darkling.MOD <tab> CR:3`

Is Equivalent To: `Darkling <tab> CR:3`

Darklings have a "challenge rating" of "3".

Tag Name: FACE:x,y

Variables Used (x): Number (Space the creature occupies >= 0)

Variables Used (y): Number (Optional, side space >= 0)

What it does:

- Describes how much space the creature takes up.
- If only one number is used it is assumed to represent all sides.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `FACE` tag, the data included in a new `FACE` tag will overwrite the existing tag data.

NOTE: For the SRD (3e), this tag is used for the Face statistic. For 3.5 rules this tag is used for the Space statistic.

Example:

`FACE:5,10`

The creature has a face/space of 5 by 10.

`FACE:10`

The creature has a face/space of 10.

`<template name>.MOD <tab> FACE:20`

The creature has a face/space of 20.

.MOD Example:

Initial Template: `Darkling <tab> FACE:10,5`

Modified By: `Darkling.MOD <tab> FACE:10`

Is Equivalent To: `Darkling <tab> FACE:10`

Darklings have a "face/space" of "10".

Tag Name: FAVOREDCLASS:x|x.y

Variables Used (x): Text (Class name)

Variables Used (x): ANY

Variables Used (y): Text (Class or sub-class name)

What it does:

- Determines the Race's favored class.
- Classes with sub-classes must use the (x.y) syntax and must include the base-class name or the sub-class name.
- More than one class may be included as a pipe-delimited (|) list with all listed classes identified as "Favored".
- Special type 'ANY' will grant the character's highest level class as Favored.
- When 'ANY' is used no other class is allowed.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `FAVOREDCLASS` tag, the data included in a new `FAVOREDCLASS` tag will be appended to the existing tag data.

Example:

`FAVOREDCLASS:Wizard|Fighter`

The character's favored classes are "Wizard", including any of its sub-classes, and "Fighter".

`FAVOREDCLASS:Wizard.Wizard`

The character's favored class is "Wizard", excluding any of its sub-classes.

`FAVOREDCLASS:Wizard.Illusionist`

The character's favored class is the "Wizard" sub-class, the "Illusionist".

`<template name>.MOD <tab> FAVOREDCLASS:Wizard.Necromancer`

The character's favored class is the "Wizard" sub-class, the "Necromancer".

.MOD Example:

Initial Template: `Darkling <tab> FAVOREDCLASS:Sorcerer`

Modified By: `Darkling.MOD <tab> FAVOREDCLASS:Wizard.Necromancer`

Is Equivalent To: `Darkling <tab> FAVOREDCLASS:Sorcerer|Wizard.Necromancer`

Darkling's "favored class" is the "Sorcerer" and the "Wizard" sub-class, the "Necromancer".

### FEAT

- 6.05.04 (July 2015): JIRA NEWTAG-477 / Github PR #380
  - The `FEAT` tag is deprecated. Use `ABILITY` instead.
  - All `FEAT` tags have been deprecated and replaced by the `ABILITY` system, which is more general. The `ABILITY` system can model feats, racial features, class features, traits, flaws, temporary bonuses, and so on, all using a common format.

Tag Name: FEAT:x|x

Variables Used (x): Text (Feat Name)

What it does:

- This is a pipe-delimited (|) list of feats from which one is selected and then granted to the character.
- The hyphen (-) is used only in the `OUTPUTNAME` of feats and should NOT be used in the feat list for this tag.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `FEAT` tag, the data included in a new `FEAT` tag will overwrite the existing tag data.

Example:

`FEAT:Blind Fight|Alertness`

Presents the "Blind-Fight" & "Alertness" feats to the user and grants the feat selected to the character.

.MOD Example:

Initial Template: `Darkling <tab> FEAT:Blind Fight|Alertness`

Modified By: `Darkling.MOD <tab> FEAT:Blind Fight|Combat Reflexes`

Is Equivalent To: `Darkling <tab> FEAT:Blind Fight|Combat Reflexes`

Presents the "Blind-Fight" and "Combat Reflexes" feats to the user and grants the feat selected to the character.

*** Updated 5.11.13

Tag Name: GENDERLOCK:x

Variables Used (x): Text (Gender)

What it does:

- Sets the character's gender and disables the ability to change it.
- Gender values are defined in Game Mode File > Bio Settings > SEX tag.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `GENDERLOCK` tag, the data included in a new `GENDERLOCK` tag will overwrite the existing tag data.

Example:

`GENDERLOCK:Female`

The character's gender is set to and locked as "Female".

.MOD Example:

Initial Template: `Darkling Sorcerer <tab> GENDERLOCK:Female`

Modified By: `Darkling Sorcerer.MOD <tab> GENDERLOCK:Male`

Is Equivalent To: `Darkling Sorcerer <tab> GENDERLOCK:Male`

The Darkling Sorcerer's gender is set to "Male" and the ability to change it is disabled.

Tag Name: HANDS:x

Variables Used (x): Number (Number of Hands >= 0)

What it does:

- Determines the number of hands the creature has for purposes of multiattacks and multidexterity.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `HANDS` tag, the data included in a new `HANDS` tag will overwrite the existing tag data.

Example:

`HANDS:4`

The creature has four hands.

.MOD Example:

Initial Template: `Darkling Sorcerer <tab> HANDS:2`

Modified By: `Darkling Sorcerer.MOD <tab> HANDS:4`

Is Equivalent To: `Darkling Sorcerer <tab> HANDS:4`

The Darkling Sorcerer's number of hands is set to "4".

*** Updated 5.11.11

Tag Name: HD:x:y:z

Variables Used (x): Calculation (range or minimum natural Hit Dice)

Variables Used (y): ANY valid Template or Global Token which can accept trailing PRE tags can be used

Variables Used (z): Number or Text (Must be valid for the tag used)

What it does:

- The numeric values supplied are a range (1-3) or minimum (4+) hit dice the character must have before an ability is granted to the character.
- This is Natural Hit Dice, not character level.
- The ability of these tags have been enhanced so that they can call any global tag.
- The text may contain the following tags:
  - CR - Challenge Rating
  - DR - Damage Reduction
  - FEAT - Feat
  - SA - Special Ability
  - SR - Spell Resistance
  - Any valid Template or Global Token which can accept trailing PRE tags can also be used
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `HD` tag, the data included in a new `HD` tag will be included as if it were a separate tag.

Examples:

`HD:1-3:DR:5/1`

Grants Damage Reduction of 5/+1 if natural hit dice is between one and three.

`HD:1+:SR:15`

Grants Spell Resistance of 15 if natural hit dice is greater than one.

`HD:2-7:CR:2`

Grants an increase in Challenge Rating of two if natural hit dice is between two and seven.

`HD:15+:SA:Uncanny Dodge`

Grants the "Uncanny Dodge" special ability if natural hit dice is greater than fifteen.

`HD:10+:FEAT:Alertness`

Grants the "Alertness" feat if natural hit dice is greater than ten.

.MOD Example:

Initial Template: `Werewolf <tab> HD:1-3:DR:5/1`

Modified By: `Werewolf.MOD <tab> HD:2-7:CR:2`

Is Equivalent To: `Werewolf <tab> HD:1-3:DR:5/1 <tab> HD:2-7:CR:2` .

The werewolf gains Damage Reduction of "5/1" if natural hit dice is between one and three, and is granted an increase in Challenge Rating of two if natural hit dice is between two and seven.

*** Updated 5.13.6

Tag Name: HITDIE:x|y

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

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

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

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

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

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

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

Variables Used (x): %Hup (Amount Hit Die size is stepped up by)

Variables Used (x): %Hdown (Amount Hit Die 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 Die size granted to the creature by the template and retroactively recalculates hit points based on the new Hit Die size.
- The scale used by the functions which raise or lower Hit Die in steps is defined by the Game Mode > Misc Info File > DIESIZES gameMode tag.
- The scale used in most gameModes is: 1,2,3,MIN=4,6,8,10,MAX=12,20,100,1000
- When using the step up function (%upNumber) or step down function (%downNumber), the minimum and maximum steps are set by the `MIN` and `MAX` parameters in the `DIESIZES` tag.
- The step up function (%Hup) and step down functions (%Hdown) will ignore the `MIN` and `MAX` settings and use the full range of die sizes specified by the `DIESIZES` tag.
- Regardless of the number specified (x), the new hit die sizw will never drop below "1".
- `HITDIE` can be qualified with a Class or Class type in which case it will only be applied to the matching classes.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `HITDIE` tag, the data included in a new `HITDIE` tag will overwrite the existing tag data.

Example:

`HITDIE:12`

The character now has a Hit Die size of 12.

`HITDIE:%+2`

Adds 2 to the current Hit Die size.

`HITDIE:%-4`

Subtracts 4 from the current Hit Die size.

`HITDIE:%*3`

Multiplies the current Hit Die size by 3.

`HITDIE:%/2`

Divides the current Hit Die size by 2.

`HITDIE:%up2`

Steps up the Hit Die 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 Die 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 Die 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.

`HITDIE:%Hup4`

Steps up the Hit Die size by four steps. If the class has a Hit Die of d6 it will be stepped up to d20.

`HITDIE:%Hdown3`

Steps down the Hit Die size by three steps. If the class has a Hit Die of d6 it will be stepped down to d2.

`<template name>.MOD <tab> HITDIE:8`

The character now has a Hit Die size of 8.

.MOD Example:

Initial Template: `Darkling Sorcerer <tab> HITDIE:6`

Modified By: `Darkling Sorcerer.MOD <tab> HITDIE:8`

Is Equivalent To: `Darkling Sorcerer <tab> HITDIE:8`

The Darkling Sorcerer's Hit Die size is now "8".

Tag Name: LANGBONUS:x,x

Variables Used (x): Text (Language Name)

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

Variables Used (x): ALL

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 'ALL', no other language designation is necessary.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `LANGBONUS` tag, the data included in a new `LANGBONUS` tag will be appended to the existing tag data.

Example:

`LANGBONUS:TYPE=Spoken,Draconic`

Add all "Spoken" type languages & "Draconic" to the list of languages that can be taken when creating a character.

.MOD Example (Appending):

Initial Template: `Space Monkey <tab> LANGBONUS:Simian`

Modified By: `Space Monkey.MOD <tab> LANGBONUS:Martian`

Is Equivalent To: `Space Monkey <tab> LANGBONUS:Simian,Martian` .

The character can choose between the languages "Simian" and "Martian" as bonus languages.

Tag Name: LEGS:x

Variables Used (x): Number (Number of Legs >=0)

What it does:

- Used to determine encumbrance and carrying capacity for creatures/characters with a nonstandard number of legs. (i.e. more than/less than 2).
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `LEGS` tag, the data included in a new `LEGS` tag will overwrite the existing tag data.

Examples:

`LEGS:4`

A horse has four legs.

`LEGS:0`

Slime and ooze creatures/characters would have no legs!

`<template name>.MOD <tab> LEGS:8`

The creature has eight legs.

.MOD Example:

Initial Template: `Odin's Blessing <tab> LEGS:8`

Modified By: `Odin's Blessing.MOD <tab> LEGS:6`

Is Equivalent To: `Odin's Blessing <tab> LEGS:6`

The recipient of this template now has "6" legs.

*** Updated 5.11.11

Tag Name: LEVEL:x:y:z

Variables Used (x): Number (Level at which the benefit is granted)

Variables Used (y): ANY valid Template or Global Token which can accept trailing PRE tags can be used

Variables Used (z): Number or Text (Must be valid for the tag used)

What it does:

- Grants the character an ability at the level specified.
- This is the character's total character level.
- The abilities of these tags have been enhanced so that they can call any global tag.
- The text may contain the following tags:
  - `ABILITY` - Ability
  - `CR` - Challenge Rating
  - `DR` - Damage Reduction
  - `FEAT` - Feat
  - `MOVE` - Move
  - `SAB` - Special Ability
  - `SR` - Spell Resistance
  - Any valid Template or Global Token which can accept trailing PRE tags can also be used
- This may appear more than once in a template.
- Feats added by this tag are considered automatic feats and do not count against a PC's feat pool.
- .MOD Behavior: When modifying a template with the `.MOD` tag, given an existing `LEVEL` tag, the data included in a new `LEVEL` tag will be included as if it were a separate tag.

Examples:

`LEVEL:1:DR:5/+1`

Grants Damage Reduction of 5/+1 at Level 1.

`LEVEL:2:SR:15`

Grants Spell Resistance of 15 at Level 2.

`LEVEL:3:CR:2`

Grants an increase in Challenge Rating of two at Level 3.

`LEVEL:3:MOVE:Burrow,20`

Grants an a burrowing rate of 20 at Level 3.

`LEVEL:4:SAB:Uncanny Dodge`

Grants the "Uncanny Dodge" special ability at Level 4.

`LEVEL:5:FEAT:Alertness`

Grants the "Alertness" feat at Level 5.

`LEVEL:6:FEAT:TYPE.Fighter`

Produces a popup menu at Level 6 from which a PC can choose a fighter feat.

`LEVEL:6:ABILITY:FEAT|AUTOMATIC|Empower Spell`

Grants the "Empower Spell" feat as an automatic feat at Level 6.

.MOD Example:

Initial Template: `Werewolf <tab> LEVEL:1:DR:5/1`

Modified By: `Werewolf.MOD <tab> LEVEL:2-7:CR:2`

Is Equivalent To: `Werewolf <tab> HD:1:DR:5/1 <tab> HD:2:CR:2` .

The werewolf gains Damage Reduction of "5/1" at Level 1 and is granted an increase in Challenge Rating of two at Level 2.

*** Updated 5.4

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 specified by adding the Level Adjustment to the Monster Hit Dice and/or Character Levels.
- The ECL is factored in when determining how much experience is needed to raise a character's 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.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `LEVELADJUSTMENT` tag, the data included in a new `LEVELADJUSTMENT` tag will overwrite the existing tag data.

Example:

`LEVELADJUSTMENT:1`

Effective Character Level is raised by one.

`<template name>.MOD <tab> LEVELADJUSTMENT:3`

The character's ECL is raised by three.

.MOD Example:

Initial Template: `Darkling <tab> LEVELADJUSTMENT:2`

Modified By: `Darkling.MOD <tab> LEVELADJUSTMENT:4`

Is Equivalent To: `Darkling <tab> LEVELADJUSTMENT:4`

The Darkling's Effective Character Level (ECL) is raised by "4".

Tag Name: NONPP:x

Variables Used (x): Number (Non-proficiency penalty <= 0)

What it does:

- Sets he character's penalty for non-proficiency in a weapon to the number specified.
- The number specified must be less-than or equal to zero (0).
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `NONPP` tag, the data included in a new `NONPP` tag will overwrite the existing tag data.

Example:

`NONPP:-2`

The non-proficiency penalty is minus two.

.MOD Example:

Initial Template: `<template name> <tab> NONPP:-2`

Modified By: `<template name>.MOD <tab> NONPP:-1`

Is Equivalent To: `<template name> <tab> NONPP:-1` .

The non-proficiency penalty is minus one.

*** New 5.9.4

Tag Name: RACESUBTYPE:x|x

Variables Used (x): Text (Creature Subtype)

Variables Used (x): .REMOVE.Text (Removes Creature Subtypes)

What it does:

- Adds or removes additional Subtypes to the creature.
- Initial Subtypes are defined by the RACESUBTYPE race tag.
- 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 Humaniod subraces such as Elf, Orc, Dwarf, etc..
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `RACESUBTYPE` tag, the data included in a new `RACESUBTYPE` tag will be appended to the existing tag data.

Example:

`RACESUBTYPE:Lawful|Air`

Adds the "Lawful" and "Air" subtypes.

`RACESUBTYPE:.REMOVE.Evil`

Removes the "Evil" subtype.

`RACESUBTYPE:.REMOVE.Extraplanar|Native`

Removes the "Extraplanar" subtype and adds "Native" subtype.

.MOD Example:

Initial Template: `Ooze Monkey <tab> RACESUBTYPE:Simian`

Modified By: `Ooze Monkey.MOD <tab> RACESUBTYPE:Gooey`

Is Equivalent To: `Ooze Monkey <tab> RACESUBTYPE:Simian|Gooey` .

The character is granted the race types "Simian" and "Gooey".

*** New 5.9.4

Tag Name: RACETYPE:x

Variables Used (x): Text (Creature Type)

What it does:

- Changes the Type of creature the race is from the initial Type defined by RACETYPE in the race line.
- A Creature may only have one RACETYPE at any given time.
- 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
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `RACETYPE` tag, the data included in a new `RACETYPE` tag will overwrite the existing tag data.

Example:

`RACETYPE:Undead`

The creature is now of the "Undead" type.

.MOD Example:

Initial Template: `<template name> <tab> RACETYPE:Undead`

Modified By: `<template name>.MOD <tab> RACETYPE:Outsider`

Is Equivalent To: `<template name> <tab> RACETYPE:Outsider` .

The character is now the race type "Outsider".

Tag Name: REACH:x

Variables Used (x): Number (Reach in Feet >= 0)

What it does:

- Changes the creature's reach.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `REACH` tag, the data included in a new `REACH` tag will overwrite the existing tag data.

Example:

`REACH:10`

The creature has a reach of ten (10) feet.

.MOD Example:

Initial Template: `<template name> <tab> REACH:10`

Modified By: `<template name>.MOD <tab> REACH:20`

Is Equivalent To: `<template name> <tab> REACH:20` .

The character's reach is now twenty (20) feet.

Tag Name: REGION:x

Variables Used (x): Text (Region name)

Variables Used (x): YES (Not case sensitive)

What it does:

- This sets the name of the region the character is from, the default is none.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `REGION` tag, the data included in a new `REGION` tag will overwrite the existing tag data.

Example:

`REGION:Timbuktu`

The character is from "Timbuktu".

.MOD Example:

Initial Template: `<template name> <tab> REGION:Timbuktu`

Modified By: `<template name>.MOD <tab> REGION:Saskatewan`

Is Equivalent To: `<template name> <tab> REGION:Saskatewan` .

The character is from "Saskatewan".

Tag Name: REMOVABLE:x

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

What it does:

- This denotes whether a character can remove a template once it is chosen.
- If this tag is not included the default value is YES .
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `REMOVABLE` tag, the data included in a new `REMOVABLE` tag will overwrite the existing tag data.

Example:

`REMOVABLE:NO`

The template may not be removed if taken.

`<template name>.MOD <tab> REMOVABLE:YES`

The template may be removed after being taken.

.MOD Example:

Initial Template: `<template name> <tab> REMOVABLE:NO`

Modified By: `<template name>.MOD <tab> REMOVABLE:YES`

Is Equivalent To: `<template name> <tab> REMOVABLE:YES`

The template is removable.

*** Updated 5.11.13

Tag Name: REPEATLEVEL:v|w|x:y:z

Variables Used (v): Number (Levels per interval)

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

Variables Used (x): Number (Maximum level)

Variables Used (y): Number (Minimum level)

Variables Used (z): Text (Tag to be repeated)

What it does:

- Repeats the application of the specified tag to the character on the intervals specified.
- If you specified "Levels per Interval" as 3 ("v") beginning at level one ("y"), the line would repeat again at levels 4, 7, 10, etc...
- Continuing the above example, if you specified skipping an interval every two (2) intervals ("w"), the line would repeat at levels 4, 10, 13, 19, 22, 28, etc...
- "x" specifies the level at which the progression ends.
- "y" specifies the level at which the progression starts.
- "z" specifies the tag which provides the benefit granted by the REPEATELEVEL tag.
- Valid tags to be used as part o the REPEATELEVEL tag are: `SR` , `SAB` , `DR` , `CR` , and `FEAT` , each with its own suntax and parameter requirements.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `REPEATLEVEL` tag, the data included in a new `REPEATLEVEL` tag will be included as if it were a separate tag.

Example:

`<Template Name> <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)`

Would add "ABonusFeat" at levels 5, 10, 15, and 20.

`<Template Name> <tab> REPEATLEVEL:1|0|20:1:FEAT(ABonusFeat)`

Would add "ABonusFeat" at levels 1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15, 17, 18, and 19.

`<Template Name> <tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)`

Would add "ABonusFeat" at levels 2, 4, 6, 8,... up to level 20.

`Drow Male <tab> REPEATLEVEL:1|0|10:1:FEAT(AWizardFeat) <tab> PRERACE:Elf (Drow) <tab> SUBRACE:Male <tab> GENDERLOCK:Male`

Would add "AWizardFeat" at levels 1, 2, 3, 5, 6, 7, 9, and 10.

.MOD Example:

Initial Template: `Advanced Werewolf <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)`

Modified By: `Advanced Werewolf.MOD <tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)`

Is Equivalent To: `Advanced Werewolf <tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)
<tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)` .

The Advanced Werewolf gains a bonus feat at levels 2, 4, 5, 6, 8, 12, 14, 15, 16, and 18, and gains two bonus feats at levels 10 and 20.

*** Updated 5.11.13

Tag Name: SIZE:x

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

Variables Used (x): Number or Formula (Numeric value of the size value)

What it does:

- Sets the character's size, which is used in determining TO-HIT, AC, and affects some skills.
- Sizes are defined by the numeric values 0 thru 8 and may have textual values defined in the appropriate GameMode file. (See Game Mode File > Size Adjustment > SIZENAME TAG )
- Note that if a value outside this range is used the result is undefined.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `SIZE` tag, the data included in a new `SIZE` tag will overwrite the existing tag data.

Example:

`SIZE:M`

The character is "Medium" size.

`SIZE:max(AnimalSize,SIZE)`

Sets the character's size to the maximum of the variable "AnimalSize" and current size.

.MOD Example:

Initial Template: `<template name> <tab> SIZE:M`

Modified By: `<template name>.MOD <tab> SIZE:L`

Is Equivalent To: `<template name> <tab> SIZE:L`

The creatue is "Large".

Tag Name: SUBRACE:x

Variables Used (x): Text (Subrace Name)

Variables Used (x): YES

What it does:

- This sets the name of the sub race the character is, the default is none.
- If "YES" is specified then it will place the name of the template in parenthesis after the race on character sheet output.
- `SUBRACE` should only be used once in a template line.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `SUBRACE` tag, the data included in a new `SUBRACE` tag will overwrite the existing tag data.

Example:

`SUBRACE:Ooze Monkey`

The character is part of the "Monkey Ooze" sub race.

.MOD Example:

Initial Template: `Ooze Monkey <tab> SUBRACE:Ooze Monkey`

Modified By: `Ooze Monkey.MOD <tab> SUBRACE:Tropical`

Is Equivalent To: `Ooze Monkey <tab> SUBRACE:Tropical` .

The Ooze Monkey is granted the "Tropical" sub-race.

Tag Name: SUBREGION:x

Variables Used (x): Text (Sub-Region Name)

Variables Used (x): YES

What it does:

- This sets the name of the sub-region the character is from. The default sub-region is none.
- If "YES" is specified then it will place the name of the template in parenthesis after the region on character sheet output.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `SUBREGION` tag, the data included in a new `SUBREGION` tag will overwrite the existing tag data.

Example:

`SUBREGION:South Side`

The character is from the "South Side" subregion.

.MOD Example:

Initial Template: `South Philly <tab> SUBREGION:South Side`

Modified By: `South Philly.MOD <tab> SUBREGION:Philadelphia`

Is Equivalent To: `South Philly <tab> SUBREGION:Philadelphia` .

The character is from "Philadelphia".

*** Updated 6.03.04

Tag Name: TEMPLATE:x|x

Variables Used (x): Text (Template Name)

Variables Used (x): TYPE=Text (Valid Template Type)

What it does:

- This is a pipe-delimited (|) list of templates that are granted to the character.
- Supports `%LIST` in conjunction with a `CHOOSE` tag.

Example:

`TEMPLATE:Incorporeal|Undead|Celestial`

The character is given the "Incorporeal", "Undead" & "Celestial" templates.

*** Updated 6.03.04

Tag Name: TEMPLATE:ADDCHOICE:x|x

Variables Used (x): Text (Template Name)

Variables Used (x): TYPE=Text (Valid Template Type)

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

Example:

`TEMPLATE:ADDCHOICE:Demihuman|Beast`

The character has "Demihuman" and "Beast" added to the choice list.

*** Updated 6.03.04

Tag Name: TEMPLATE:CHOOSE:x|x

Variables Used (x): Text (Template Name)

Variables Used (x): TYPE=Text (Valid Template Type)

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 PCGen's current Data Standard is to include no more that one in each LST object.
- Though the `TEMPLATE:CHOOSE` tag is not a gobal tag it can be used in the Ability , Class , and Race files.

Example:

`TEMPLATE:CHOOSE:Celestial|Outsider`

The character is given the choice between "Celestial" or "Outsider".

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 Template name in PCGen and on export to a character sheet
- `NO` - Hides the Template name in PCGen and on export to a character sheet.
- `DISPLAY` - Displays the Template name in PCGen but not on the character sheet.
- `EXPORT` - Hides the Template name from PCGen but displays it on the character sheet.
- .MOD Behavior: When modifying a template, 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 Template name in PCGen and on export to a character sheet.

`<template name>.MOD <tab> VISIBLE:NO`

The template will not be visible either in the GUI or on the character sheet..

.MOD Example:

Initial Template: `South Philly <tab> VISIBLE:YES`

Modified By: `South Philly.MOD <tab> VISIBLE:NO`

Is Equivalent To: `South Philly <tab> VISIBLE:NO` .

The template is not visible.

*** 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.
- .MOD Behavior: When modifying a template, with the `.MOD` tag, given an existing `WEAPONBONUS` tag, the data included in a new `WEAPONBONUS` tag will be appended to the existing tag data.

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.

.MOD Example:

Initial Template: `Grunt <tab> WEAPONBONUS:TYPE.Simple`

Modified By: `Grunt.MOD <tab> WEAPONBONUS:TYPE.Martial`

Is Equivalent To: `Grunt <tab> WEAPONBONUS:TYPE.Simple|TYPE.Martial` .

The Grunt may choose between Simple and Martial weapons for a single bonus weapon proficiency.