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Location: pcgen-data-5e/my_classes.lst - annotation
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Race: Grant Starting Feat to Mazoku Tiefling
87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 87b9f03fb830 | # CVS $Revision$ $Author$ -- Fri Oct 19 20:16:09 2012 -- reformated by prettylst.pl v1.39 (build 15052)
SOURCELONG:My Campaign SOURCESHORT:My SOURCEWEB:http://www.mywebsite.com SOURCEDATE:2008-01
#insert your data here
#Every line that starts with a '#' is a comment. You may want to remove these comments, if you use this file to set up
#your own data. Remember not to put the '#' at the start of your own data, as PCGen would see it as a comment only.
#
#When Running PCGen, you can select "Help > Documentation > List Files > List File Tag Index > Class File tags" to find
#out how the tags in the classes file work. Some of the tags used here are global tags. You will see an alphabetical
#listing of all PCGen tags to the left of the documentation window. You can find the global tags there as well.
#
#
#
#
#####Example
# Class Name Hit Dice Type Abbreviation Max Level Source Page Save checks bonus Combat bonus
#CLASS:Rogue HD:6 TYPE:Base.PC ABB:Rog MAXLEVEL:20 SOURCEPAGE:ClassesII BONUS:SAVE|BASE.Reflex|classlevel("APPLIEDAS=NONEPIC")/2+2 BONUS:SAVE|BASE.Fortitude,BASE.Will|classlevel("APPLIEDAS=NONEPIC")/3 BONUS:COMBAT|BASEAB|classlevel("APPLIEDAS=NONEPIC")*3/4|TYPE=Base.REPLACE|PREVAREQ:UseFractionalBAB,0 BONUS:VAR|ClassBABModerate|classlevel("APPLIEDAS=NONEPIC")|PREVAREQ:UseFractionalBAB,1
# Class Name Skill Pts/Lvl Class Skill
#CLASS:Rogue STARTSKILLPTS:8 CSKILL:Appraise|Balance|Bluff|Climb|TYPE.Craft|Decipher Script|Diplomacy|Disable Device|Disguise|Escape Artist|Forgery|Gather Information|Hide|Intimidate|Jump|Knowledge (Local)|Listen|Move Silently|Open Lock|TYPE.Perform|TYPE.Profession|Search|Sense Motive|Sleight of Hand|Spot|Swim|Tumble|Use Magic Device|Use Rope
###Block:Proficiencies
#1 ABILITY:Special Ability|AUTOMATIC|Rogue Weapon Proficiencies|All Automatic Proficiencies ABILITY:FEAT|AUTOMATIC|Simple Weapon Proficiency
#1 ABILITY:FEAT|AUTOMATIC|Armor Proficiency (Light)
###Block: Level progression
#1 BONUS:VAR|RogueSneakAttackLVL|CL ABILITY:Special Ability|AUTOMATIC|Trapfinding|Sneak Attack|Rogue Sneak Attack
#2 ABILITY:Special Ability|AUTOMATIC|Evasion
#3 BONUS:VAR|RogueTrapSenseLVL|CL ABILITY:Special Ability|AUTOMATIC|Trap Sense Ability|Rogue Trap Sense
#4 BONUS:VAR|UncannyDodgeFlankingLevel|CL|TYPE=EachClass.REPLACE BONUS:VAR|UncannyDodgeLevel|CL/4 ABILITY:Special Ability|AUTOMATIC|Uncanny Dodge ~ Base
#10 BONUS:ABILITYPOOL|Rogue Special Ability|min(4,(CL-7)/3)
#####
#Class files are where each class is listed, given it's important information for the correct output and functioning of the
#class. Each class has 2 components to it: The main class line and the class level line. The class line begins with CLASS
#and the class level line begins with a level # (0, 1, 2, etc).
#
#The CLASS tag tells PCGen the class name and sets up the relationships with skills and spells. This line can be entered
#multiple times in a single class entry (appearing on separate lines) for purposes of making the lines easier to read in an
#editor (so as to not have to scroll forever to reach the end of the class line). THIS MUST BE THE FIRST TAG!!!
#
#The HD tag sets the Hit Die used to determine hit points at each level gained.
#
#The TYPE tag is used within the filters of PCGen to sort the classes by their respective types (makes it easier to find a
#specific class).
#
#The ABB tag can be used to hold a 3-5 letter abbreviation of the class name.
#
#The MAXLEVEL tag sets the maximum number of levels of the class you can add to a character. You can use MAXLEVEL:NOLIMIT in addition to a number.
#
#The SOURCEPAGE tag can be used to hold a reference to where you can find the class. This will be displayed in PCGen. Example: SOURCEPAGE:p.5
#
#The AUTO:LANG tag is holding a list of languages that the character automatically gains.
#
#The BONUS tags are a group of similar tags, that grant some form of Bonus to another already existing tag. To read a description
#of them, look in the List File Tag Index under the topic "Bonus tags".
#
#The STARTSKILLPTS tag determines how many skill points a character gains per level.
#
#The CSKILL tag grants the listed skills as class skills. When used in a classes.lst, it grants the class skills only to the
#class it is actually in.
#
#The AUTO:FEAT tag holds a list of feats that the class automatically gets.
#
#The ABILITY tag will grant the listed abilities to the character (This ties to the ABILITY FILE)
#
#The SAB tag is holding a text that will be displayed as Special Ability on the output sheet. (We use ABILITY these days)
#
#The ADD:FEAT tag will give the character a choice of one from the feats listed in the parentheses. If the feat being added
#has a chooser ADD:FEAT is the only tag which will activate it (VFEAT, MFEAT and FEATAUTO will not). Besides of ADD:FEAT, there
#is a multitude of ADD tags in PCGen. You can look them up in the List File Tag Index under the topic "ADD Tags".
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