Created using PCGen |EXPORT.VERSION| on |EXPORT.DATE|
Player: |PLAYERNAME|; Character Name: |NAME|

|NAME| |%FOLLOWEROF|- |FOLLOWEROF| |%| | |PLAYERNAME| | |ALIGNMENT| | |DEITY| | |POOL.COST| |
CHARACTER NAME | PLAYER | ALIGNMENT | DEITY | POINTS
|CLASSLIST| | |EXP.CURRENT| | |RACE| | |SIZE| / |FACE| | |HEIGHT| | |WEIGHT| | |VISION|
CLASS | EXPERIENCE | RACE | SIZE / FACE | HEIGHT | WEIGHT | VISION
|TOTALLEVELS| | |EXP.NEXT| | |AGE| | |GENDER| | |COLOR.EYE| | |COLOR.HAIR|, |LENGTH.HAIR|
LEVEL | NEXT LEVEL | AGE | GENDER | EYES | HAIR

ABILITY NAME | ABILITY SCORE | ABILITY MODIFIER | TEMPORARY SCORE | TEMPORARY MODIFIER
|FOR,%stat,0,COUNT[STATS]-1,1,1|
|STAT.%stat.NAME| |STAT.%stat.LONGNAME| | |STAT.%stat.NOTEMP.NOEQUIP| | |STAT.%stat.MOD.NOTEMP.NOEQUIP| | |STAT.%stat| | |STAT.%stat.MOD|
|ENDFOR| | |IIF(VAR.IF(var("UseAlternateDamage")==0;1;0):1)|
|  |  | WOUNDS/CURRENT HP |  | SUBDUAL DAMAGE |  | DAMAGE REDUCTION |  | SPEED
HP Hit Points | |HP| |  |  |  |  |  | |DR| |  | |MOVEMENT|
|ELSE|
|  |  | CURRENT VITALITY |  | SUBDUAL DAMAGE |  |  |  |  | CURRENT WOUND POINTS |  | DAMAGE REDUCTION |  | SPEED
VP Vitality | |HP| |  |  |  |  |  | WP Wound Points | |ALTHP| |  |  |  | |DR| |  | |MOVEMENT|
|ENDIF|
AC Armour Class | |AC.Total| | : | |AC.Touch| | : | |AC.Flatfooted| | = | |AC.Base| | + | |AC.Armor| | + | |AC.Shield| | + | |AC.Ability| | + | |AC.Size| | + | |AC.NaturalArmor| | + | |AC.Dodge| | + | |AC.Deflection| | + | |AC.Misc| |  |  |  | |SPELLFAILURE| |  | |ACCHECK| |  | |MAXDEX| |  | |SR| |  |
| TOTAL |  | TOUCH |  | FLAT |  | BASE |  | ARMOR BONUS |  | SHIELD BONUS |  | STAT BONUS |  | SIZE BONUS |  | NATURAL ARMOR |  | DODGE BONUS |  | DEFLECTION BONUS |  | MISC BONUS |  | MISS CHANCE |  | ARCANE FAILURE |  | ARMOR CHECK |  | MAX DEX |  | SPELL RESIST. |  | TEMP
INITIATIVE Modifier | |INITIATIVEMOD| | = | |STAT.1.MOD| | + | |INITIATIVEBONUS| |
| TOTAL |  | DEX MODIFIER |  | MISC MODIFIER
BASE ATTACK Bonus | |ATTACK.MELEE| |
| |%VAR.TOTALPOWERPOINTS.GTEQ.1|
PSI POWER POINTS
Base PP | |VAR.BASEPOWERPOINTS.INTVAL| | Bonus PP | |VAR.BONUSPOWERPOINTS.INTVAL| | Total PP | |VAR.TOTALPOWERPOINTS.INTVAL|
|%|
SKILLS
|FOR,%skill,0,${count("SKILLSIT", "VIEW=VISIBLE_EXPORT")-1},1,0| |IIF(SKILLSIT.%skill.TYPE:SkillUse)| |ELSE| |IIF(VAR.IF(var("SKILLSIT.%skill.RANK")==0;1;0):1)| |IIF(VAR.IF(var("SKILLSIT.%skill.TOTAL")==0;1;0):1)| |ELSE| |SKILLSIT.%skill| |SKILLSIT.%skill.TOTAL.INTVAL.SIGN|; |ENDIF| |ELSE| |SKILLSIT.%skill| |SKILLSIT.%skill.TOTAL.INTVAL.SIGN|; |ENDIF| |ENDIF| |ENDFOR|
|IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=SpecialAttack";"VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")>0)|
SPECIAL ATTACKS
|ABILITYALLLIST.Special Ability.TYPE=SpecialAttack|
|ENDIF| |IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=AnimalTrick")>0)|
ANIMAL TRICKS
| |ABILITYALLLIST.Special Ability.TYPE=AnimalTrick|

|ENDIF| |IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=SpecialQuality";"VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")>0)|

SPECIAL QUALITIES
|ABILITYALLLIST.Special Ability.TYPE=SpecialQuality|

|ENDIF| |%COUNT[SA]|

SPECIAL ABILITIES
|SPECIALLIST|

|%| |IIF(count("ABILITIES";"CATEGORY=Special Ability";"TYPE=Trait";"VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")>0)|

TRAITS
|ABILITYALLLIST.Special Ability.TYPE=Trait|

|ENDIF|

FEATS
|FEATALLLIST|

MONEY
|MISC.FUNDS|

|%COMPANIONS|

COMPANIONS
|MISC.COMPANIONS|

|%| |%MISC.MAGIC|

MAGIC
|MISC.MAGIC|

|%| |%WEAPONPROF|

PROFICIENCIES
|WEAPONPROFS|

|%|

LANGUAGES
|LANGUAGES|

|%SPELLLISTCLASS.0|

SPELLS

|%| |%SPELLLISTBOOK.0.0.1|

Innate
|FOR,%spellbook,0,COUNT[SPELLBOOKS]-1,1,0| |FOR.0,100,3, | \SPELLMEM.0.%spellbook.0.%.BONUSSPELL\\SPELLMEM.0.%spellbook.0.%.NAME\ (DC: \SPELLMEM.0.%spellbook.0.%.DC\) | ,
,
,2| |ENDFOR|

|%| |FOR,%class,COUNT[SPELLRACE],COUNT[CLASSES],1,1| |%SPELLLISTCLASS.%class|

|SPELLLISTCLASS.%class| | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
|FOR.0,10,1, | \SPELLLISTCAST.%class.%\ , , ,1|
|%| |FOR,%sbook,0,1,1,1| |FOR,%level,0,MAXSPELLLEVEL.%class,1,1| |%SPELLLISTBOOK.%class.%level.%sbook|
%level: |
|FOR.0,100,3, | \SPELLMEM.%class.%sbook.%level.%.BONUSSPELL\\SPELLMEM.%class.%sbook.%level.%.NAME\ (DC: \SPELLMEM.%class.%sbook.%level.%.DC\) | ooo ,
,
,2|
|%| |ENDFOR| |ENDFOR| |%SPELLLISTCLASS.%class|
* = Domain/Specialty Spell |

|%| |ENDFOR|

SAVING THROWS | TOTAL |  | BASE |  | STAT |  | EPIC |  | MAGIC |  | MISC |  | TEMPORARY | CONDITIONAL MODIFIERS |FOR,%ability,0,count("ABILITIES","ASPECT=SaveBonus")-1,1,0| |ABILITYALL.ANY.%ability.ASPECT=SaveBonus.ASPECT.SaveBonus| |ENDFOR|
|FOR,%checks,0,COUNT[CHECKS]-1,1,0|
|CHECK.%checks.NAME| |IIF(CHECK.%checks.NAME:Fortitude)| Constitution |ELSE| |ENDIF| |IIF(CHECK.%checks.NAME:Reflex)| Dexterity |ELSE| |ENDIF| |IIF(CHECK.%checks.NAME:Will)| Wisdom |ELSE| |ENDIF| | |CHECK.%checks.TOTAL| | = | |CHECK.%checks.BASE| | + | |CHECK.%checks.STATMOD| | + | |CHECK.%checks.EPIC| | + | |CHECK.%checks.MAGIC| | + | |CHECK.%checks.MISC.NOMAGIC.NOSTAT| | + |
|ENDFOR|

| TOTAL |  | BASE ATTACK |  | STAT |  | SIZE |  | EPIC |  | MISC |  | TEMPORARY
MELEE ATTACK BONUS | |ATTACK.MELEE.TOTAL| | = | |ATTACK.MELEE| | + | |ATTACK.MELEE.STAT| | + | |ATTACK.MELEE.SIZE| | + | |ATTACK.MELEE.EPIC| | + | |ATTACK.MELEE.MISC| | + |
RANGED ATTACK BONUS | |ATTACK.RANGED.TOTAL| | = | |ATTACK.RANGED| | + | |ATTACK.RANGED.STAT| | + | |ATTACK.RANGED.SIZE| | + | |ATTACK.RANGED.EPIC| | + | |ATTACK.RANGED.MISC| | + |
|IIF(VAR.UseCombatManueverBonus:1)|
CMB ATTACK BONUS | |VAR.CMB.INTVAL.SIGN| | = | |ATTACK.MELEE.BASE| | + | |VAR.CMB_STAT.INTVAL.SIGN| | + | |VAR.CM_SizeMod.INTVAL.SIGN| | + | +0 | + | +0 | + |

|ELSE|
GRAPPLE
ATTACK BONUS |ATTACK.GRAPPLE.TOTAL| = |ATTACK.GRAPPLE|
+ |ATTACK.GRAPPLE.STAT| + |ATTACK.GRAPPLE.SIZE|
+ |ATTACK.GRAPPLE.EPIC|
+ |ATTACK.GRAPPLE.MISC|
+
|ENDIF|

UNARMED | TOTAL ATTACK BONUS | DAMAGE | CRITICAL
|WEAPONH.TOTALHIT| | |WEAPONH.DAMAGE| | |WEAPONH.CRIT|/x|WEAPONH.MULT|

WEAPON | BONUS | DAMAGE | CRITICAL | HAND | RANGE | TYPE | SIZE
|FOR.0,100,1,
\WEAPON.%.NAME\ | \WEAPON.%.TOTALHIT\ | \WEAPON.%.DAMAGE\ | \WEAPON.%.CRIT\/x\WEAPON.%.MULT\ | \WEAPON.%.HAND\ | \WEAPON.%.RANGE\ | \WEAPON.%.TYPE\ | \WEAPON.%.SIZE\
\WEAPON.%.SPROP\
, , ,1|

ARMOR | TYPE | AC | MAXDEX | CHECK | SPELL FAILURE
|FOR.0,100,1,
\ARMOR.%.NAME\ | \ARMOR.%.TYPE\ | \ARMOR.%.TOTALAC\ | \ARMOR.%.MAXDEX\ | \ARMOR.%.ACCHECK\ | \ARMOR.%.SPELLFAIL\
\ARMOR.%.SPROP\
, , ,1|

EQUIPMENT (|TOTAL.WEIGHT| - |WEIGHT.LIGHT|/|WEIGHT.MEDIUM|/|WEIGHT.HEAVY|)
|DFOR.0,(COUNT[EQUIPMENT]+1)/2,1,COUNT[EQUIPMENT],(COUNT[EQUIPMENT]+1)/2,\EQ.%.QTY\ x \EQ.%.NAME.MAGIC~~\ (\EQ.%.SPROP\) | \EQ.%.WT\ ,
,
,0|

|%DOMAIN.1|

Cleric of |DEITY|
Domain | Granted Power
|FOR.1,COUNT[DOMAINS]+1,1,
\DOMAIN.%\ | \DOMAIN.%.POWER\
, , ,1|

|%|
AMMUNITION

|EQ.IS.AMMUNITION.0.NAME| | ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ | |EQ.IS.AMMUNITION.1.NAME| | ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.