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.
This space is reserved for a basic introduction to building templates.
When modifying a LST Template with the .MOD tag, there are
three ways in which tags are modified internally by PCGen: Modification by Overwriting Data,
Modification by Appending Data and Modification by Separate Tags. Each Template File tag fits
into one of these categories. There is a forth category of modification, Modification by Selective
Overwriting of Data, which is not used by the Template File tags.
A general example of this method of Modification is shown below.
Initial Template:
Template One <tab> TEMPLATEFILETAG:A
Modified By:
Template One.MOD <tab> TEMPLATEFILETAG:B
Results In:
TEMPLATEFILETAG:B being applied as part of Template One.
The following tags are consolidated by overwriting data.
| BONUSSKILLPOINTS | FAVOREDCLASS | LEGS | REACH | VISIBLE |
| CHOOSE:LANGAUTO | GENDERLOCK | LEVELADJUSTMENT | REGION | |
| CR | HANDS | NONPP | REMOVABLE | |
| FACE | HITDIE | RACETYPE | SIZE | |
A general example of this method of Modification is shown below.
Initial Template:
Template One <tab> TEMPLATEFILETAG:A
Modified By:
Template One.MOD <tab> TEMPLATEFILETAG:B
Is Equivalent To:
TEMPLATEFILETAG:A,B being applied as part of Template One.
The following tags are consolidated by appending data.
| LANGBONUS | SUBREGION |
| RACESUBTYPE | WEAPONBONUS |
| SUBRACE |
A general example of this method of Modification is shown below.
Initial Template:
Template One <tab> TEMPLATEFILETAG:A
Modified By:
Template One.MOD <tab> TEMPLATEFILETAG:B
Is Equivalent To:
TEMPLATEFILETAG:A <tab> TEMPLATEFILETAG:B being applied
as part of Template One.
But is Not Equivalent To:
TEMPLATEFILETAG:A,B
The following tags are consolidated by separate tags.
| ADDLEVEL | LEVEL |
| HD | REPEATLEVEL |
*** 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:
.MOD tag, the data included in this tag will be
included as if it were a separate tag by the new ADDLEVEL tag if one is included
in the modification.Example:
ADDLEVEL:Animal|6
Adds six levels of the Animal class to the character.
.MOD Example:
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 point >0)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new BONUSSKILLPOINTS tag if one is included in the modification.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:
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:
.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.
Tag Name: CR:x
Variables Used (x): Number (Challenge rating adjustment >0)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new CR tag if one is included in the modification.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.
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:
.MOD tag, the data included in this tag will be
overwritten by the new FACE tag if one is included in the modification.NOTE: For 3.0 rules 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.
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:
.MOD tag, the data included in this tag will be
overwritten by the new FAVOREDCLASS tag if one is included in the modification.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".
Tag Name: FEAT:x|x
Variables Used (x): Text (Feat Name)
What it does:
Example:
FEAT:Blind Fight|Alertness
Presents the "Blind-Fight" & "Alertness" feats to the user and grants the feat selected to the character.
*** Updated 5.11.13
Tag Name: GENDERLOCK:x
Variables Used (x): Text (Male, Female, Neuter)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new GENDERLOCK tag if one is included in the modification.Example:
GENDERLOCK:Female
The characters gender is set to and locked as "Female".
<template name>.MOD <tab> GENDERLOCK:Neuter
The character's gender is set to and locked as "Neuter".
Tag Name: HANDS:x
Variables Used (x): Number (Number of Hands >= 0)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new HANDS tag if one is included in the modification.Example:
HANDS:4
The creature has four hands.
<template name>.MOD <tab> HANDS:8
The creature has eight hands.
*** 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:
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 grater than fifteen.
HD:10+:FEAT:Alertness
Grants the "Alertness" feat if natural hit dice is greater than ten.
*** 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:
MIN and MAX parameters in the
DIESIZES tag.MIN
and MAX settings and use the full range of die sizes specified by the
DIESIZES tag.HITDIE can be qualified with a Class or Class type in which case it will only be applied
to the matching classes..MOD tag, the data included in this tag will be
overwritten by the new HITDIE tag if one is included in the modification.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 creature 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 creature has a Hit Die of d6 it will be stepped down to d4.
HITDIE:%up1|CLASS.TYPE=Monster
Steps up the Hit Dice 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 Dice 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 Dice 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 of 8.
Tag Name: LANGAUTO:x,x
Variables Used (x): Text (Language Name)
What it does:
This is a comma delimited list of languages that the character automatically gains.
Example:
LANGAUTO:Common,Gnome
The characters gains the "Common" & "Gnome" languages automatically.
Tag Name: LANGBONUS:x,x
Variables Used (x): Text (Language Name)
Variables Used (x): TYPE=Text (Language Type)
Variables Used (x): Text ('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.
Example:
LANGBONUS:TYPE=Spoken,Draconic
Add all "Spoken" type languages & "Draconic" to the list of languages that can be taken when creating a character.
Tag Name: LEGS:x
Variables Used (x): Number (Number of Legs >=0)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new LEGS tag if one is included in the modification.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.
*** 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:
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:4:SA: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.
*** Updated 5.4
Tag Name: LEVELADJUSTMENT:x
Variables Used (x): Number or Formula (Level Adjustment)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new LEVELADJUSTMENT tag if one is included in the modification.Example:
LEVELADJUSTMENT:1
Effective Character Level is raised by one.
<template name>.MOD <tab> LEVELADJUSTMENT:3
The character's ECL is raised by three.
Tag Name: NONPP:x
Variables Used (x): Number (Non proficiency penalty <= 0)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new NONPP tag if one is included in the modification.Example:
NONPP:-2
The non proficiency penalty is minus two.
<template name>.MOD <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:
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.
*** New 5.9.4
Tag Name: RACETYPE:x
Variables Used (x): Text (Creature Type)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new RACETYPE tag if one is included in the modification.Example:
RACETYPE:Undead
The Creature is now of the "Undead" type.
<template name>.MOD <tab> RACETYPE:Outsider
The creature is now of the "Outsider" type.
Tag Name: REACH:x
Variables Used (x): Number (Reach in Feet >= 0)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new REACH tag if one is included in the modification.Example:
REACH:10
The creature has a reach of ten (10) feet.
<template name>.MOD <tab> REACH:20
The creature has a reach of twenty feet.
Tag Name: REGION:x
Variables Used (x): Text (Region name)
Variables Used (x): YES (Not case sensitive)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new REGION tag if one is included in the modification.Example:
REGION:Timbuktu
Character is from "Timbuktu".
<template name>.MOD <tab> REGION:Saskatewan
The character is from "Saskatewan".
Tag Name: REMOVABLE:x
Variables Used (x): Boolean (YES or NO)
What it does:
.MOD tag, the data included in this tag will be
overwritten by the new REMOVABLE tag if one is included in the modification.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.
*** 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:
SR, SAB, DR,
CR, and FEAT, each with its own suntax and parameter requirements.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.
Where it is used:
On Template Lines.
*** 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:
.MOD tag, the data included in this tag will be
overwritten by the new SIZE tag if one is included in the modification.Example:
SIZE:M
Character is "Medium" size.
SIZE:max(AnimalSize,SIZE)
Sets the character's size to the maximum of the variable "AnimalSize" and current size.
<template name>.MOD <tab> SIZE:L
The creature is "Large".
Tag Name: SUBRACE:x
Variables Used (x): Text (Subrace name or "Yes")
What it does:
Example:
SUBRACE:Monkey Ooze
The character is part of the "Monkey Ooze" sub race.
Tag Name: SUBREGION:x
Variables Used (x): Text (Sub region name or "Yes")
What it does:
Example:
SUBREGION:South Side
The character is from the "South Side" subregion.
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Template Name)
What it does:
This is a pipe-delimited (|) list of templates that are granted to the character.
Example:
TEMPLATE:Incorporeal|Undead|Celestial
The character is given the "Incorporeal", "Undead" & "Celestial" templates.
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:CHOOSE tag.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.
Tag Name: TEMPLATE:CHOOSE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:CHOOSE tags can be used in the same LST object
but PCGen's current Data Standard os to include no more that one in each LST object.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 sheetNO - 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 tag, the data included in this tag will be
overwritten by the new VISIBLE tag if one is included in the modification.Example:
VISIBLE:YES
Shows the Template name in PCGen and on export to a character sheet.
<template name>.MOD <tab> VISIBLE:NOL
The template will not be visible either in the GUI or on the character sheet..
*** 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.
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.