Changeset - e676f9f73c93
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Chel Sea (chain) - 3 years ago 2023-04-24 15:29:11
chain@rpgfiction.net
First Implementation for Pitch Black Kuroshi [20221130]
3 files changed with 6 insertions and 0 deletions:
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my_abilities.lst
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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 > 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:The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes. Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.	ABILITY:Tiefling Race Trait|AUTOMATIC|Tiefling Subrace ~ Erinyes ~ Ability Score Increase	ABILITY:Tiefling Race Trait|AUTOMATIC|Tiefling Subrace ~ Erinyes ~ Legacy of the Ancestor	ABILITY:Tiefling Race Trait|AUTOMATIC|Tiefling Subrace ~ Erinyes ~ Wings of the Ancestor|PRELEVEL:MIN=5	SOURCEPAGE:Monster Manual, p.68
 

	
 
# 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 the Ancestor		KEY:Tiefling Subrace ~ Erinyes ~ Legacy of the Ancestor			SORTKEY:1_Race			CATEGORY:Special Ability	TYPE:Race Trait.Tiefling Race Trait.Tiefling Subrace ~ Erinyes.SpecialQuality		DESC:You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Charisma is your spellcasting ability for these spells.	SPELLS:Infernal Legacy|TIMES=ATWILL|Thaumaturgy	SPELLS:Infernal Legacy|TIMES=1|TIMEUNIT=Day|Hellish Rebuke|PRELEVEL:MIN=3
 
Wings of the Ancestor		KEY:Tiefling Subrace ~ Erinyes ~ Wings of the Ancestor			SORTKEY:1_Race			CATEGORY:Special Ability	TYPE:Race Trait.Tiefling Race Trait.Tiefling Subrace ~ Erinyes.SpecialQuality		DESC:At 5th level, you gain the ability to sprout a pair of feathered wings from your back, gaining a flying speed equal to your current speed. You can spread or fold these wings as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.	MOVECLONE:Walk,Fly,*1	BONUS:VAR|RaceBase_Fly|30
 

	
 
###Block - Sorcerer
 
Infernal		        KEY:Sorcerous Origin ~ Infernal					        SORTKEY:Class Sorcerer 03c	CATEGORY:Special Ability	TYPE:Sorcerer Class Feature.Sorcerous Origin.SpecialQuality.Class Feature	        DESC:TODO.		ABILITY:Sorcerer Class Feature|AUTOMATIC|TYPE=Sorcerous Origin ~ Infernal Lvl 01a|PRECLASS:1,Sorcerer=01	ABILITY:Sorcerer Class Feature|AUTOMATIC|TYPE=Sorcerous Origin ~ Infernal Lvl 01b|PRECLASS:1,Sorcerer=01	ABILITY:Sorcerer Class Feature|AUTOMATIC|TYPE=Sorcerous Origin ~ Infernal Lvl 06|PRECLASS:1,Sorcerer=06
 

	
 
# Sorcerous Origin ~ Infernal
 
Flames of Hell			KEY:Sorcerous Origin ~ Infernal ~ Flames of Hell			SORTKEY:Class Sorcerer 03ca1a	CATEGORY:Special Ability	TYPE:Sorcerer Class Feature.Class Feature.Sorcerous Origin ~ Infernal Lvl 01a		DESC:You learn to call on hellfire to serve your commands. You gain the following benefits: - When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another I - Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
 
Lucky Little Devil		KEY:Sorcerous Origin ~ Infernal ~ Lucky Little Devil			SORTKEY:Class Sorcerer 03ca1b	CATEGORY:Special Ability	TYPE:Sorcerer Class Feature.Class Feature.Sorcerous Origin ~ Infernal Lvl 01b		DESC:You learn to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.
 
Elemental Affinity		KEY:Sorcerous Origin ~ Infernal ~ Elemental Affinity			SORTKEY:Class Sorcerer 03ca2	CATEGORY:Special Ability	TYPE:Sorcerer Class Feature.Class Feature.Sorcerous Origin ~ Infernal Lvl 06		DESC:Starting at 6th level, when you cast a spell that deals damage of the type fire, add %1 to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  The damage bonus applies to one damage roll of a spell, not multiple rolls.|CHA
 

	
 
###Block: Tool Proficiency
 
# Ability Name				Category of Ability	Type							Define										Modify VAR										Aspects
 
Tool Proficiency ~ Go Set		CATEGORY:Internal	TYPE:Tool Proficiency.Tool Proficiency Gaming Set	DEFINE:ProfBonus_Go_Set|0	DEFINE:ProfTaken_Go_Set|0			BONUS:VAR|ProfTaken_Go_Set|1			CHOOSE:NOCHOICE	MULT:YES	STACK:YES	ABILITY:Internal|AUTOMATIC|Tool Proficiency Tracker ~ Go Set			ASPECT:SkillBonus|+%1 Go Set|ProfBonus_Go_Set
 

	
 
Tool Proficiency Tracker ~ Go Set	CATEGORY:Internal	BONUS:VAR|ProfBonus_Go_Set|Proficiency_Bonus
 

	
 

	
 
Imperial Weapon Training	KEY:Mazoku ~ Imperial Weapon Training	SORTKEY:1_Race	CATEGORY:Special Ability	TYPE:Race Trait.Elf Race Trait.Mazoku Race Trait.SpecialQuality		DESC:You have proficiency with the longsword, shortsword, shortbow, and longbow.	ABILITY:Weapon|AUTOMATIC|Longsword|Shortsword|Shortbow|Longbow
 

	
 
Sending Pouch			CATEGORY:Attunement	TYPE:Attunement	PREMULT:1,[PREABILITY:1,CATEGORY=Attunement,Sending Pouch],[PREVARLTEQ:Attuned_Item_Count,Attuned_Item_Max]								BONUS:VAR|Attuned_Item_Count|1	COST:0
 

	
 
Pitch Black				KEY:Draconic Ancestry ~ Pitch Black				CATEGORY:Special Ability	TYPE:Draconic Ancestry																																																																													DESC:You have Pitch Black Draconic Ancestry																																																																																																																																																																																		TEMPLATE:Subrace ~ Pitch Black																																																					BONUS:VAR|DragonbornBreathWeaponDexSave,DragonbornBreathWeaponCone,DragonbornBreathWeapon_Necro|1|TYPE=Base
 
Draconic Ancestry			KEY:Kuroshi ~ Draconic Ancestry			SORTKEY:1_Race	CATEGORY:Special Ability	TYPE:Race Trait.Dragonborn Race Trait.Base Dragonborn Race Trait.SpecialQuality																																																																								DESC:You have draconic ancestry.	DESC:Pitch Black. |PREABILITY:1,CATEGORY=Special Ability,Draconic Ancestry ~ Pitch Black	DESC:Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.																																																	BONUS:ABILITYPOOL|Draconic Ancestry|1																																			SOURCEPAGE:p.36
my_races.lst
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# 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 > Race File tags" to find
 
#out how the tags in the races 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.
 
#
 
#To learn the basics of coding a race, you can also visit "Help > Documentation > List Files > LST File Class > Lesson 3-6"
 
#
 
#
 
#####Example
 

	
 
#Xill		STARTFEATS:1	SIZE:M	MOVE:Walk,40		FACE:5	REACH:5	VISION:Darkvision (60')	PREALIGN:2	LANGAUTO:Infernal		BONUS:COMBAT|AC|7|TYPE=NaturalArmor		BONUS:STAT|STR|4	BONUS:STAT|DEX|6	BONUS:STAT|CON|4	BONUS:STAT|INT|2	BONUS:STAT|WIS|2		MONCSKILL:Balance|Climb|Diplomacy|Escape Artist|Intimidate|Listen|Move Silently|Sense Motive|Spot|Tumble|Use Rope	AUTO:WEAPONPROF|Longbow|Sword (Short)|TYPE.Martial|TYPE.Simple		LEGS:2	HANDS:4	NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4|Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4		SAB:Implant (Ex)	SAB:Improved Grab (Ex)	SAB:Paralysis (Ex)	SAB:Planewalk (Su)	SAB:Spell Resistance (Ex)		SR:21		MONSTERCLASS:Outsider:5		RACETYPE:Outsider	HITDICEADVANCEMENT:8,15		LEVELADJUSTMENT:4	CR:6	SOURCEPAGE:MonstersT-Z
 

	
 
#####
 
#Xill is the name of the race. It must be the first field on each line, the remaining tags may be of any order.
 
#
 
#The STARTFEATS tag grants a number of free feats to the race at first level.
 
#
 
#The SIZE tag determines the size of the Race. (F=Fine, D=Diminutive, T=Tiny, S=Small, M=Medium, L=Large, H=Huge, G=Gargantuan,
 
#C=Colossal). Size is used in determining to-hit, AC, and affects some skills).
 
#
 
#The MOVE tag determines the Type and Speed of the different movement types the race has.
 
#
 
#The FACE tag Describes how much space the creature takes up. For 3.0 rules this tag is used for the Face statistic. For 3.5
 
#rules this tag is used for the Space statistic. If only one number is used it is assumed to represent all sides.
 
#
 
#The REACH tag determines the reach of the Race.
 
#
 
#The VISION tag is used to grant the specified vision to the character.
 
#
 
#The PREALIGN tag is used, so it is required that you have a certain alignment to be able to select this race. 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 LANGAUTO 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 MONCSKILL tag is used to grant the listed skills as monster class skills.
 
#
 
#The AUTO:WEAPONPROF tag is holding a list of weapons that are granted as free weapon proficiencies.
 
#
 
#The LEGS and HANDS tags set the number of respective limbs that a creature has. The number of legs is used to determine the
 
#carrying capacity of a creature, while the number of hands is used for purposes of Multiattack and Multidexterity.
 
#
 
#The NATURALATTACKS tag defines the non-equipment attacks a race may possess. It follows a pattern of Attack Name, Attack Types,
 
#Number of Attacks and Attack Damage.
 
#
 
#The SA tag is holding a text that will be displayed as Special Ability on the output sheet.
 
#
 
#The SR tag indicates the Spell Resistance this race bestows.
 
#
 
#The MONSTERCLASS tag determines the number of Monster Levels the race gets on start. The class must be TYPE:Monster and have a
 
#PRERACETYPE that matches the race.
 
#
 
#The RACETYPE tag defines the Type of creature the race is. This is important for matching up with Monster HD, and for references to
 
#race, such as the Rangers Favored Enemy.
 
#
 
#In the HITDICEADVANCEMENT tag the last number of this comma delimited list is the highest HD the creature can advance to,
 
#through HD advancement. All the numbers preceding the last number each indicate the highest number of HD the creature can have
 
#before its size increases by one category.
 
#
 
#The LEVELADJUSTMENT tag raises the Effective Character Level (ECL) of the creature by the number supplied.
 
#
 
#The CR tag sets the Challenge Rating of the creature. For CR's less than 1, fractions are used (1/2, 1/4, 1/8). Note: CR's using
 
#fractions must start with a "1/". Expressions such as CR:3/4 or CR:0.5 will not work.
 
#
 
#The SOURCEPAGE tag can be used to hold a reference to where you can find the race. This will be displayed in PCGen.
 

	
 
# Basic Rules Races
 
# Race Name	SORTKEY		Size		Move							Ability					Nb Legs	Nb Hands	Main Race Type	Race Subtype		Type			Source Page
 
Kuroshi		SORTKEY:Base_PC	SIZE:M	MOVE:Walk,0	BONUS:VAR|RaceBase_Walk|30	ABILITY:Race|AUTOMATIC|Dragonborn	LEGS:2	HANDS:2	RACETYPE:Humanoid	RACESUBTYPE:Kuroshi	TYPE:Humanoid.PC	SOURCEPAGE:p.32
 
Mazoku Tiefling	SORTKEY:Base_PC	SIZE:M	MOVE:Walk,0	BONUS:VAR|RaceBase_Walk|30	STARTFEATS:1	ABILITY:Race|AUTOMATIC|Tiefling	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Keen Senses	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Trance	ABILITY:Elf Race Trait|AUTOMATIC|Elf ~ Languages	ABILITY:Elf Race Trait|AUTOMATIC|Mazoku ~ Imperial Weapon Training	LEGS:2	HANDS:2	RACETYPE:Humanoid	RACESUBTYPE:Tiefling	TYPE:Humanoid.PC
my_templates.lst
Show inline comments
 
# CVS $Revision$ $Author$ -- Tue Dec 15 01:48:08 2015 -- reformated by PCGen PrettyLST v6.06.00
 
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 > Template File tags to find
 
#out how the tags in the templates 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
 

	
 
#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
 

	
 
Subrace ~ Pitch Black		VISIBLE:NO	SUBRACE:Pitch Black
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