Changeset - 31631c5ee67b
[Not reviewed]
0 2 0
Chel Sea (chain) - 3 years ago 2022-06-20 12:02:12
chain@rpgfiction.net
Add Tiefling Bloodline Erinyes
2 files changed with 10 insertions and 0 deletions:
0 comments (0 inline, 0 general)
my_abilities.lst
Show inline comments
 
@@ -5,48 +5,54 @@ SOURCELONG:My Campaign	SOURCESHORT:My	SOURCEWEB:http://www.mywebsite.com	SOURCED
 
#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 > Feat File tags" to find
 
#out how the tags in the feats 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.
 
#
 
# Abilities are the newest method for all aspects of class & race abilities. Currently we use hidden feats to emulate
 
# class and racial abilities. The advent of Abilities allows us to use one standard format for a variety of things.
 
# Generally Abilities are exactly the same in format as a Feat with the exception of a NEW tag CATEGORY which tells
 
# PCGen what the ability is to be categoried as - example: My Ability is part of the my_abilities category, So I can add
 
# points only to the my_abilities allowing very small and restricted lists. Another example would be Fighter Bonus feats.
 
#
 
# Feat and ability are used through out this example as they almost the same thing - ABILITY can also be used to add "Feats"
 
# using the CATEGORY:FEAT tag.
 
# You can also use PREFEAT for any CATEGORY:FEAT, for the rest you'll need to use PREABILITY:x,CATEGORY=<category>,Foo,TYPE.Bar (x is the number)
 
#####1st Example
 

	
 
#My Ability			CATEGORY:my_abilities		TYPE:General.DataMonkey		DESC:See Text						SOURCEPAGE:Custom
 
#My Second Ability	CATEGORY:Special			TYPE:MonkeyFoo			DESC:This is the great second ability.		SOURCEPAGE:Custom	PREABILITY:1,CATEGORY=my_abilities,My Ability
 

	
 
###SAMPLE FOR 'Ability by Skill'
 
#Ac Ba			CATEGORY:AbilitybySkill		TYPE:AbilitybySkill.Movement	VISIBLE:YES		!PREABILITY:1,CATEGORY=AbilitybySkill,Ac Ba	PRESKILL:1,Tumble=12	PREVARLT:AbilitybySkillCount,AbilitybySkillMax	DEFINE:AbilitybySkillCount|0		DESC:<appropriate description>	BONUS:VAR|AbilitybySkillCount|1
 

	
 
#####
 
#Each ability takes one line, just like a feat, and the first field must be the abilities' name. In the Example the name of the ability is My Ability.
 
#When naming feats you should only use parentheses at the end of the name if the name is not duplicated elsewhere. This is
 
#because of how PCGen names abilities which can be taken multiple times. For example, the Feat/ability Weapon Focus when taken will display
 
#as Weapon Focus(Dagger). Another example is Armor Proficiency (Light), there is no feat named Armor Proficiency so this name
 
#is fine. What is happening is when PCGen finds a feat with parentheses that duplicates the name of another feat it assumes
 
#that feat is an instance of the one without parentheses and does not display the one with parentheses.
 
#
 
#The TYPE tag is holding a . (period) delimited list of the types the ability/feat is.
 
#
 
#The DESC tag is used to hold the description of the Ability/Feat. In our files we usually keep the description brief, so the user
 
#still need to own the book to make use of the data, but for your personal files can get as elaborate as you want there.
 
#
 
#The MULT tag determines if a ability/feat can be taken multiple times. If the value is set to YES, then you MUST also use a CHOOSE
 
#tag.
 
#
 
#The CHOOSE tag must be paired with a MULT:YES tag in feats for it to work properly. It will display a popup window that asks
 
#for a selection according to what is being called for. There is a multitude of existing CHOOSE tags in PCGen. If you are
 
#looking into the documentation under List File Tag Index, you can find them listed under the topic "CHOOSE tags".
 
#
 
#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 SOURCEPAGE tag can be used to hold a reference to where you can find the feat. This will be displayed in PCGen.
 

	
 
Erinyes			TEMPLATE:Subrace ~ Erinyes		KEY:Tiefling Subrace ~ Erinyes		PREMULT:1,[!PREFACT:1,ABILITIES,Tiefling_Trait_AbilityScoreIncrease=true,Tiefling_Trait_InfernalLegacy=true],[PREABILITY:1,CATEGORY=Internal,Tiefling Subrace ~ Erinyes]		FACT:Tiefling_Trait_AbilityScoreIncrease|true	FACT:Tiefling_Trait_InfernalLegacy|true	SORTKEY:1_Race_0	CATEGORY:Internal	TYPE:Tiefling Subrace	DESC:xxx.	ABILITY:Tiefling Race Trait|AUTOMATIC|TYPE=Tiefling Subrace ~ Erinyes
 

	
 
# Erinyes
 
Ability Score Increase	KEY:Tiefling Subrace ~ Erinyes ~ Ability Score Increase		SORTKEY:1_Race	CATEGORY:Special Ability	TYPE:Race Trait.Tiefling Race Trait.Tiefling Subrace ~ Erinyes.SpecialQuality		DESC:Your Charisma score increases by 2, and your Dexterity score increases by 1.	BONUS:STAT|CHA|2|TYPE=Racial	BONUS:STAT|DEX|1|TYPE=Racial
 
Legacy of Erinyes	KEY:Tiefling Subrace ~ Erinyes ~ Legacy of Erinyes		SORTKEY:1_Race	CATEGORY:Special Ability	TYPE:Race Trait.Tiefling Race Trait.Tiefling Subrace ~ Erinyes.SpecialQuality		DESC:You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this Race Trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this Race Trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.	SPELLS:Infernal Legacy|TIMES=ATWILL|Thaumaturgy	SPELLS:Infernal Legacy|TIMES=1|TIMEUNIT=Day|Disguise Self|PRELEVEL:MIN=3	SPELLS:Infernal Legacy|TIMES=1|TIMEUNIT=Day|Detect Thoughts|PRELEVEL:MIN=5
my_templates.lst
Show inline comments
 
@@ -15,48 +15,52 @@ SOURCELONG:My Campaign	SOURCESHORT:My	SOURCEWEB:http://www.mywebsite.com	SOURCED
 
#
 
#####Example
 

	
 
#Vampire		HITDIE:12		CR:2	DR:10/Silver and Magic		LEVELADJUSTMENT:8	TEMPLATE:Undead	TEMPLATE:CHOOSE:Slam (Fine)|Slam (Diminutive)|Slam (Tiny)|Slam (Small)|Slam (Medium)|Slam (Large)|Slam (Huge)|Slam (Gargantuan)|Slam (Colossal)	SOURCEPAGE:MonstersT-Z	SAB:Blood Drain (Ex)	SAB:Children of the Night (Su)	SAB:Dominate (Su) DC%|VampireAbilityDC	SAB:Energy Drain (Su)	SAB:Create Spawn (Su)	SAB:Alternate Form (Su)	SAB:Fast Healing 5 (Ex)	SAB:Gaseous Form (Su)	SAB:Energy Resistance Cold/Electricity 10	SAB:Turn Resistance +4 (Ex)	SAB:Spider Climb (Ex)	DEFINE:VampireAbilityDC|0		PREALIGN:2,5,8		BONUS:COMBAT|AC|6|TYPE=NaturalArmor.STACK		BONUS:SKILL|Bluff,Hide,Listen,Move Silently,Search,Sense Motive,Spot|8|TYPE=Racial	BONUS:STAT|STR|6	BONUS:STAT|DEX|4	BONUS:STAT|INT|2	BONUS:STAT|WIS|2	BONUS:STAT|CHA|4	BONUS:VAR|VampireAbilityDC|15+CHA			RACETYPE:Undead
 
#Vampire Feat	ABILITYLIST:Alertness,Combat Reflexes,Dodge,Improved Initiative,Lightning Reflexes
 

	
 
#####
 
#Vampire is the name of the template. It will appear in the templates list on PCGen's Races tab and will be used if a template
 
#is added by use of the TEMPLATE tag. The name is the only entry that is mandatory in a template. The other tags are used
 
#as they are needed.
 
#
 
#The HITDIE tag can be used to specify the new Hit Dice size the template grants to the creature.
 
#
 
#The CR tag increases the Challenge Rating by the given amount.
 
#
 
#The DR tag defines the damage reduction this template bestows.
 
#
 
#The LEVELADJUSTMENT tag raises the Effective Character Level (ECL) of the creature by the number supplied, in this case 8.
 
#
 
#The TEMPLATE tag grants the supplied template to the character. In PCGen Templates are not only the templates as defined
 
#in the games, but we use them also as overlays when repetitive data applies to a group of creatures. In this case the Undead
 
#template applies the Undead traits to the character.
 
#
 
#TEMPLATE:CHOOSE will supply a popup window of the choices presented in the tag that are | (pipe) delimited (The user is allowed
 
#only ONE choice from the list). The given choices must be existing templates, or they will not be eligible. If only one
 
#choice is eligible, the TEMPLATE:CHOOSE tag will automatically select that one and no popup window will appear.
 
#
 
#The SOURCEPAGE tag can be used to hold a reference to where you can find the template. This will be displayed in PCGen.
 
#
 
#The SA tag is holding a text that will be displayed as Special Ability on the output sheet. You can have variables displayed
 
#in it. In "SAB:Dominate (Su) DC%|VampireAbilityDC" the text after the | (pipe) is a variable name. It will replace the % (percent)
 
#sign and display the value of the VampireAbilityDC variable there.
 
#
 
#The DEFINE tag creates a new variable and sets its initial value.
 
#
 
#The PREALIGN tag is used, so it is required that you have a certain alignment to be able to select this template. There is a
 
#multitude of existing prerequiste tags in PCGen. If you are looking into the documentation under List File Tag Index, you can
 
#find them listed under the topic "PRExxx tags".
 
#
 
#The BONUS tags are another 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 FEAT tag gives a Feat as Bonus Feat to the character. You can grant multiple Feats by listing them seperated by the | (pipe)
 
#delimiter.
 
#
 
#The RACETYPE tag changes the race type of the creature. Each race in PCGen has a RACETYPE tag, when another RACETYPE tag is encounter
 
#(such as when a RACETYPE tag exists in a template) the characters race type changes to the newly applied RACETYPE, a character can have only one race type at a time.
 
#(RACETYPE is used internally by PCGen for matching up with Monster HD, and for references to race, such as the Rangers Favored Enemy.)
 

	
 

	
 
# Tiefling Subrace Display
 
Subrace ~ Erinyes		VISIBLE:NO	SUBRACE:Erinyes
0 comments (0 inline, 0 general)