FEAT
      
       ability category
      
      , i.e.
      CATEGORY:FEAT
      .
     feats.lst
      (see
      /data/35e/wizards_of_the_coast/rsrd/basics/feats.lst
      for an example.) However this file must use the
      
       ability.lst
       format
      
      , not the obsolete format
described below.
     FEAT
      tags have been
      
       deprecated
      
      and replaced by the
      ABILITY
      system, which is more general. The
      ABILITY
      system can model feats, racial features, class
features, traits, flaws, temporary bonuses, and so on, all using a
common format
     Each feat takes one line and the first field must be the feat's name.
Naming Feats
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 feats which can be taken multiple times. For example, the Feat 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.
    Improved Critical
   
The feat named "Improved Critical" is to be created.
    Acrobatic.MOD
   
The feat named "Acrobatic" is to be modified.
    Occupation (Emergency
Services).FORGET
   
The feat named "Occupation (Emergency Services)" is to be forgotten.
    When the
    POINTPOOLNAME
    trigger tag
is present in the
    
     miscinfo.lst
    
    file,
the
    
     Summary Tab
    
    Will display total points/points
remaining (i.e. Development Points 160/135) on the same line as the
stat total and stat mod total
   
Skills Tab - Instead of skill points by class/level requirement to spend skill points, it's just a pool this is also populated by the classes STARTSKILLPTS and miscinfo SKILLMULTIPLIER
Feats Tab - Will show total point pool as reported on the skills tab
Tag Name: ADDSPELLLEVEL:x
Variables Used (x): Number (Increase in spell slot level)
What it does:
.MOD
     tag, given an existing
     ADDSPELLLEVEL
     tag, the data included in a new
     ADDSPELLLEVEL
     tag will overwrite the existing tag
data.
    Example:
    ADDSPELLLEVEL:2
   
A spell with this metamagic feat applied to it takes up a slot two levels higher than the normal spell.
.MOD Example:
    Initial Feat:
    <feat name>
<tab> ADDSPELLLEVEL:1
   
    Modified By:
    <feat name> <tab>
ADDSPELLLEVEL:2
   
    Is Equivalent To:
    <feat name>
<tab> ADDSPELLLEVEL:2
   
Modified feat applied to a spell will causes the spell to take up a slot two levels higher than the normal spell.
Tag Name: APPLIEDNAME:x
Variables Used (x): Text (An adjective to be prefixed to a spell modified by this feat)
What it does:
This tag is used in metamagic feat to give an addribute that can modify the spell name./p>
Example:
    APPLIEDNAME:Empowered
   
A spell with this metamagic feat applied to it gets the word "Empowered" prefixed to the spell name.
Tag Name: ASPECT:x|y|z|z
Variables Used (x): Text (Name of Aspect)
Variables Used (y): Text (Value of Aspect)
Variables Used (z): Number or Formula (Optional. Used for substitutions in y)
What it does:
DESC
     tag:
     %CHOICE
       - Will replace the first associated choice
in the object.
      %LIST
       - Will substitute all choices comma
separated into that parameter.
      %NAME
       - The
       OUTPUTNAME
       or name of the
object this
       DESC
       tag is in.
      .MOD
     tag, given an existing
     ASPECT
     tag,
the data included in a new
     ASPECT
     tag will selectively
overwrite the existing tag data or include the separate tags. Since
each aspect name can hold only one value per feat, modifying an
existing
     ASPECT
     tag will overwrite only the value of
the aspect by that name in the feat, and will add a separate
     ASPECT
     tag with a new name.
    Example:
    ASPECT:Action Type|Standard
Action
   
Identifies the "Action Type" of an action performed as part of the associated feat as a "Standard Action".
    ASPECT:Attack Type|Melee weapon
   
Identifies the "Attack Type" of an attack performed as part of the associated feat as a "Melee weapon" attack.
    ASPECT:Target|One creature
   
Identifies the "Target" of an action performed as part of the associated feat as "One creature".
    ASPECT:Attack|Strength vs. AC
   
Identifies an "Attack" performed as part of the associated feat as "Strength vs. AC".
    ASPECT:Attack Type|Ranged
%1|PowerRange
   
Identifies the "Attack Type" of an attack performed as part of the associated feat as a "Ranged" attack with a range equivalent to the "PowerRange" variable.
    ASPECT:Effect|Double damage to %CHOICE
creatures
   
Identifies the "Effect" of an action performed as part of the associated feat as "Double damage" to the creature chosen by the associated chooser.
.MOD Example (Overwrite):
    Initial Feat:
    <feat name>
<tab> ASPECT:A1|A2
   
    Modified By:
    <feat name> <tab>
ASPECT:A1|A3
   
    Is Equivalent To:
    <feat name>
<tab> ASPECT:A1|A3
   
.MOD Example (Include Separately):
    Initial Feat:
    <feat name>
<tab> ASPECT:A1|A2
   
    Modified By:
    <feat name> <tab>
ASPECT:B1|B2
   
    Is Equivalent To:
    <feat name>
<tab> ASPECT:A1|A2 <tab> ASPECT:B1|B2
   
Tag Name: BENEFIT:x
Variables Used (x): Text (feat benefit text)
What it does:
BENEFIT
     tag.
    BENEFIT
     tags per line are allowed with
all qualifying
     BENEFIT
     tags being concatonated for
output and separated by spaces.
    .CLEAR
     will clear all
     BENEFIT
     tags.
    .CLEAR.(regular expression match)
     will clear
specific instances.
    BENEFIT
     tags will take variable substitution.
     BENEFIT
       .
      %NAME
       - The name of the object this
       BENEFIT
       tag is in.
      %FEAT
       - Will substitute the descriptions of feats
within the object that match the associated preqrequisites.
      %CHOICE
       - Will replace the first associated choice
in the object.
      %LIST
       - Will substitute all choices into that
parameter as a comma-delimited list.
      BENEFIT:.CLEAR..*
     , or clear all exceptional abilities
by doing
     BENEFIT:.CLEAR.\(Ex\)
     , or clear everything
that's non-numeric with
     BENEFIT:.CLEAR.[A-Za-z]
     .
    .MOD
     tag, given an existing
     BENEFIT
     tag,
the data included in a new
     BENEFIT
     tag will be
included as a separate tag.
    Example:
    BENEFIT:This is sample text for the
example purposes
   
Adds feat benefit.
.MOD Example (Include Separately):
    Initial Feat:
    <feat name>
<tab> BENEFIT:Initial benefit text.
   
    Modified By:
    <feat name> <tab>
BENEFIT:New benefit text.
   
    Is Equivalent To:
    <feat name>
<tab> BENEFIT:Initial benefit text. <tab> BENEFIT:New
benefit text.
   
The output of the modified will show the following: "Initial benefit text. New benefit text."
Tag Name: COST:x
Variables Used (x): Number (feat point cost)
What it does:
.MOD
     tag, given an existing
     COST
     tag, the
data included in a new
     COST
     tag will overwrite the
existing tag data.
    Example:
    COST:1
   
Feat costs one feat point.
    COST:.5
   
Feat costs half a feat point.
Default Value:
    1
   
.MOD Example:
    Initial Feat:
    <feat name>
<tab> COST:2
   
    Modified By:
    <feat name> <tab>
COST:1
   
    Is Equivalent To:
    <ability name>
<tab> COST:1
   
Modified Feat costs one feat point.
Tag Name: MODIFYFEATCHOICE:x
Variables Used (x): Text (feat name)
Variables Used (x): TYPE=Text (feat type)
What it does:
.MOD
     tag, given an existing
     MODIFYFEATCHOICE
     tag, the data included in a new
     MODIFYFEATCHOICE
     tag will overwrite the existing tag
data.
    Example:
    MODIFYFEATCHOICE:TYPE=NinjaMonkeySchool
   
Allows the selection of a new school from a list of schools of type 'NinjaMonkeySchool' to replace a previously selected one.
    MODIFYFEATCHOICE:Ninja Monkey Primary
Weapon Reselection
   
Allows a ninja monkey to select a new primary weapon, replacing an earlier selected primary weapon.
.MOD Example:
    Initial Feat:
    <feat name>
<tab> MODIFYFEATCHOICE:TYPE=NinjaMonkeyChimpSchool
   
    Modified By:
    <feat name> <tab>
MODIFYFEATCHOICE:TYPE=NinjaMonkeySilverbackSchool
   
    Is Equivalent To:
    <feat name>
<tab>
MODIFYFEATCHOICE:TYPE=NinjaMonkeySilverbackSchool
   
Modified feat allows the selection of a new school from a list of schools of type 'NinjaMonkeySilverbackSchool' to replace a previously selected one.
Tag Name: MULT:x
Variables Used (x): Boolean (YES/NO)
What it does:
CHOOSE
     tag.
    .MOD
     tag, given an existing
     MULT
     tag, the
data included in a new
     MULT
     tag will overwrite the
existing tag data.
    Example:
    MULT:YES
   
This Feat can be taken multiple times.
Default Value:
    NO
   
.MOD Example:
    Initial Feat:
    <feat name>
<tab> MULT:YES
   
    Modified By:
    <feat name> <tab>
MULT:NO
   
    Is Equivalent To:
    <feat name>
<tab> MULT:NO
   
Modified feat cannot be taken multiple times.
Tag Name: STACK:x
Variables Used (x): Boolean (YES/NO)
What it does:
.MOD
     tag, given an existing
     STACK
     tag,
the data included in a new
     STACK
     tag will overwrite
the existing tag data.
    Example:
    STACK:YES
   
This Feat may be stack on itself.
Default Value:
    NO
   
feat.MOD Example:
    Initial Feat:
    <feat name>
<tab> STACK:YES
   
    Modified By:
    <feat name> <tab>
STACK:NO
   
    Is Equivalent To:
    <feat name>
<tab> STACK:NO
   
The benefits for the modified feat will not stack with itself if taken multiple times.
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Name of template)
What it does:
%LIST
     in conjunction with a
     CHOOSE
     tag.
    Example:
    TEMPLATE:Celestial
   
Adds the "Celestial" template to the character.
    TEMPLATE:Half Dragon
(Red)|Zombie
   
Adds the templates "Half Dragon (Red)" and "Zombie" to the character.
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 Feat that containes multiple
     TEMPLATE:CHOOSE
     tags, all instances of the
     TEMPLATE:CHOOSE
     tag will be modified.
    Example:
    TEMPLATE:ADDCHOICE:Demihuman|Beast
   
The feat allows the selection of previously defined templates plus the "Demihuman" or "Beast" templates.
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 doing so can cause unintended results.
    Example:
    TEMPLATE:CHOOSE:Celestial|Outsider
   
The feat allows the selections of either the "Celestial" or "Outsider" template.
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 feat name in PCGen and on export
to a character sheet.
    NO
     - Hides the feat name in PCGen and on export to
a character sheet.
    DISPLAY
     - Displays the feat name in PCGen but not
on the character sheet.
    EXPORT
     - Hides the feat name from PCGen but
displays it on the character sheet.
    .MOD
     tag, given an existing
     VISIBLE
     tag,
the data included in a new
     VISIBLE
     tag will overwrite
the existing tag data.
    Example:
    VISIBLE:YES
   
Shows the feat name in PCGen and on the Output sheet.
.MOD Example:
    Initial Feat:
    <feat name>
<tab> VISIBLEE:YES
   
    Modified By:
    <feat name> <tab>
VISIBLE:DISPLAY
   
    Is Equivalent To:
    <feat name>
<tab> VISIBLE:DISPLAY
   
Modified feat will appear in the GUI but will not appear on the output sheet.