The "Name" of the race must be the first field on each line, the remaining tags may be of any order.
   Boar (Wild Pig)
  
The race named "Boar (Wild Pig)" is to be created.
   Bugbear.COPY=Bugbear
(Shadowkind)
  
Copies the race named "Bugbear" to a new race called "Bugbear (Shadowkind)".
   Shark (Huge).MOD
  
The race named "Shark (Huge)" is to be modified.
   If you want to get rid of
   
    racex
   
   in your
campaign, better put
   racex.
    
     FORGET
    
   in one of your
   
    RACE
   
   files. That will remove
   
    racex
   
   from your campaign. In fact you won't even
be able to use the name
   
    racex
   
   for a new race in
your campaign. If you want to do so later you will need to use the
   
    .MOD
   
   tag.
  
   Shark (Huge).FORGET
  
The race named "Shark (Huge)" is to be forgotten.
Tag Name: CHOOSE:LANGAUTO:x|x
Variables Used (x): Text (Language name)
What it does:
This is a | (pipe) delimited choice of Automatic Languages that do not count against the limit determined by a Stat.
Example:
   CHOOSE:LANGAUTO:Abyssal|Infernal
  
May choose between "Abyssal" or "Infernal" as a race language.
Tag Name: CR:x
Variables Used (x): Number (Challenge rating)
What it does:
.MOD
    tag, given an existing
    CR
    tag, the
data included in a new
    CR
    tag will overwrite the
existing tag data.
   Example:
   CR:1/4
  
Race is rated at a quarter challenge rating.
.MOD Example:
   Initial Race:
   Boar <tab>
CR:2
  
   Modified By:
   Boar.MOD <tab>
CR:3
  
   Results In:
   Boar <tab>
CR:3
  
The Boar's CR is set to 3.
Tag Name: CRMOD:x.x|y
Variables Used (x): Text (a class type as defined in the game mode).
Variables Used (y): Formula (a standard PCGen LST formula).
What it does:
Overrule the CRMODs from the game mode for creatures of the race. The CRMOD is set to the value of y for all class types specified as x
Example:
   CRMOD:PC.NPC|0
  
In the Pathfinder RPG, a drow noble's CR is always equal to his character level.
   CRMOD:NPC|-3
  
In the Pathfinder RPG, the CR of a kobold with only NPC classes is equal to his character level minus 3.
Tag Name: FACE:x,y
Variables Used (x): Number (Space the creature occupies)
Variables Used (y): Number (Optional, side space)
What it does:
.MOD
    tag, given an existing
    FACE
    tag, the
data included in a new
    FACE
    tag will overwrite the
existing tag data.
   Example:
   FACE:5,10
  
The race has a face of 5 by 10.
   FACE:10
  
The race has a face of 10.
.MOD Example:
   Initial Race:
   <race name>
<tab> FACE:10
  
   Modified By:
   <race name>.MOD
<tab> FACE:5,10
  
   Is Equivalent To:
   <race name>
<tab> FACE:5,10
  
The race now has a face of 5 by 10.
Tag Name: FAVCLASS:x|x.y
Variables Used (x): Text (Base class name)
Variables Used (x): ANY
Variables Used (y): Text (Base class or sub-class name)
What it does:
.MOD
    tag, given an existing
    FAVCLASS
    tag,
the data included in a new
    FAVCLASS
    tag will overwrite
the existing tag data.
   Example:
   FAVCLASS:Wizard|Fighter
  
The character's favored classes are "Wizard" (including any sub-class of wizard) and "Fighter".
   FAVCLASS:Wizard.Wizard
  
Race's favored class is "Wizard" (excluding any sub-class of wizard).
   FAVCLASS:Wizard.Illusionist
  
Race's favored class is the "Wizard" sub-class, the "Illusionist".
.MOD Example:
   Initial Race:
   <race name>
<tab> FAVCLASS:Wizard|Fighter
  
   Modified By:
   <race name>.MOD
<tab> FAVCLASS:Wizard.Illusionist
  
   Is Equivalent To:
   <race name>
<tab> FAVCLASS:Wizard.Illusionist
  
Race's favored class is changed to "Wizard" sub-class, the "Illusionist".
Tag Name: FAVCLASS:CHOOSE:x|x.y
Variables Used (x): Text (Base class name)
Variables Used (x): ANY
Variables Used (y): Text (Base class or sub-class name)
What it does:
Example:
   FAVCLASS:CHOOSE:Wizard
  
Race may select any sub-class of "Wizard" as the favored class.
   FAVCLASS:CHOOSE:Rogue|Wizard.Illusionist
  
Race may select either "Rogue" or "Wizard" sub-class, "Illusionist", as the favored class.
   FAVCLASS:CHOOSE:Wizard
  
Race may select the "Wizard" base class or any of its sub-classes as the favored class.
FEAT
      tag is deprecated. Use
      
       ABILITY
      
      instead.
     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.
     *** Updated 5.17.4
Tag Name: FEAT:x|x
Variables Used (x): Text (Feat name)
What it does:
OUTPUTNAME
     of
feats and should NOT be used in the feat list for this tag. (See
example below.)
    CHOOSE
       tag,
       %LIST
       can be used with this tag to provide the
required choice.
      .MOD
     tag, given an
existing
     FEAT
     tag, the data included in a new
     FEAT
     tag will overwrite the existing tag data.
    Example:
    FEAT:Blind Fight|Alertness
   
Race gets "Blind-Fight" and "Alertness" as bonus feats.
    CHOOSE:WEAPONPROFS|LIST <tab>
FEAT:Weapon Focus (%LIST)
   
    The feat "Weapon Focus" is granted as an
automatic feat with the weapon chosen with the
    CHOOSE
    tag.
   
.MOD Example:
    Initial Race:
    Darkling <tab>
FEAT:Blind Fight|Alertness
   
    Modified By:
    Darkling.MOD <tab>
FEAT:Blind Fight|Combat Reflexes
   
    Is Equivalent To:
    Darkling <tab>
FEAT:Blind Fight|Combat Reflexes
   
Race gets the "Blind-Fight" and "Combat Reflexes" feats as bonus feats.
Tag Name: HANDS:x
Variables Used (x): Number (Number of Hands)
What it does:
.MOD
    tag, given an existing
    HANDS
    tag,
the data included in a new
    HANDS
    tag will overwrite
the existing tag data.
   Example:
   HANDS:4
  
Race has four hands.
.MOD Example:
   Initial Race:
   <race name>
<tab> HANDS:2
  
   Modified By:
   <race name>.MOD
<tab> HANDS:4
  
   Is Equivalent To:
   <race name>
<tab> HANDS:4
  
Race now has four hands.
Tag Name: HITDICEADVANCEMENT:x,x
Variables Used (x): Number (Hit Dice)
What it does:
.MOD
    tag, given an existing
    HITDICEADVANCMENT
    tag, the data included in a new
    HITDICEADVACEMENT
    tag will overwrite the existing tag
data.
   Examples:
   HITDICEADVANCEMENT:4,6,8
  
Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is Medium. 8 Hit Dice is the maximum it can ever raise to.
   HITDICEADVANCEMENT:4,16,32,*
  
Assassin Vine: starts out as Large, with 4 HD. 5-16 it is Huge, 17-32 it is Gargantuan, 33+ it is Colossal. There is no limit to the creature's hit dice.
   HITDICEADVANCEMENT:4,6,*
  
Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is Medium. There is no limit to the creature's hit dice.
.MOD Example:
   Initial Race:
   <race name>
<tab> HITDICEADVANCEMENT:4,6,8
  
   Modified By:
   <race name>.MOD
<tab> HITDICEADVANCEMENT:4,6,*
  
   Is Equivalent To:
   <race name>
<tab> HITDICEADVANCEMENT:4,6,*
  
Race starts out as Tiny, with 4 Hit Dice. 5-6 it is Small, 7+ it is Medium. The race no longer has a limit to the creature's hit dice.
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:
.MOD
    tag, given an existing
    HITDIE
    tag,
the data included in a new
    HITDIE
    tag will overwrite
the existing tag data.
   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.
.MOD Example:
   Initial Race:
   <race name>
<tab> HITDIE:12
  
   Modified By:
   <race name>.MOD
<tab> HITDIE:%/2
  
   Is Equivalent To:
   <race name>
<tab> HITDIE:%/2
  
The creature's new hitdie size is a divided by 2.
Tag Name: LANGBONUS:x,x
Variables Used (x): Text (Language Name)
Variables Used (x): TYPE=Text (Language Type)
Variables Used (x): ALL
Variables Used (x): .CLEAR
What it does:
ALL
    , no other language designation is
necessary.
   .MOD
    tag, given an existing
    LANGBONUS
    tag, the data included in a new
    LANGBONUS
    tag will be
appended to the existing tag data.
   Example:
   LANGBONUS:Dwarven,Elven,Gnome,Goblin,Orc
  
Race can choose starting languages from "Dwarven", "Elven", "Gnome", "Goblin" or "Orc".
Hobgoblin.MOD <tab> LANGAUTO:Gadohig <tab> LANGBONUS:.CLEAR <tab> LANGBONUS:Aeylamdyarian,Calisian,Desolati,Galkarnic,Homish,Launhymian
Race can choose starting languages from "Aeylamdyarian", "Calisian", "Desolati", "Galkarnic" or "Homish", or "Launhymian", in addition to the Autoknown "Gadohig".
   LANGBONUS:Old
Dwarven,Orcish,TYPE=ClanDialect,Trader's Tongue
  
Race can choose starting languages from "Old Dwarven", "Orcish", any type of "ClanDialect", or "Trader's Tongue".
.MOD Example:
   Initial Race:
   Space Monkey <tab>
LANGBONUS:Simian
  
   Modified By:
   Space Monkey.MOD <tab>
LANGBONUS:Martian
  
   Is Equivalent To:
   Space Monkey <tab>
LANGBONUS:Simian,Martian
   .
  
The character can choose between the languages "Simian" and "Martian" as bonus languages.
Tag Name: LEGS:x
Variables Used (x): Number (Number of Legs)
What it does:
.MOD
    tag, given an existing
    LEGS
    tag, the
data included in a new
    LEGS
    tag will overwrite the
existing tag data.
   Examples:
   LEGS:4
  
A horse has 4 legs.
   LEGS:0
  
Slime and ooze creatures/characters would have no legs!
.MOD Example:
   Initial Race:
   <race name>
<tab> LEGS:2
  
   Modified By:
   <race name>.MOD
<tab> LEGS:4
  
   Is Equivalent To:
   <race name>
<tab> LEGS:4
  
The race now has 4 legs.
Tag Name: LEVELADJUSTMENT:x
Variables Used (x): Number or Formula (Level Adjustment)
What it does:
.MOD
    tag, given an existing
    LEVELADJUSTMENT
    tag, the data included in a new
    LEVELADJUSTMENT
    tag will overwrite the existing tag
data.
   Example:
   LEVELADJUSTMENT:1
  
Effective Character Level is raised by one.
   Bugbear (Shadowkind).MOD <tab>
OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab>
RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab>
LEVELADJUSTMENT:2
  
This modification of the race Bugbear, changes all of the indicated tags.
.MOD Example:
   Initial Race:
   <race name>
<tab> LEVELADJUSTMENT:1
  
   Modified By:
   <race name>.MOD
<tab> LEVELADJUSTMENT:2
  
   Is Equivalent To:
   <race name>
<tab> LEVELADJUSTMENT:2
  
Effective Character Level is now raised by two.
Tag Name: MONCCSKILL:x|x
Variables Used (x): Text (Skill Name)
Variables Used (x): TYPE.Text (Skill Type)
What it does:
.MOD
    tag, given an existing
    MONCCSKILL
    tag, the data included in a new
    MONCCSKILL
    tag will be
appended to the existing tag data.
   Examples:
   MONCCSKILL:Alchemy|Wilderness
Lore
  
The "Alchemy" and "Wilderness Lore" skills are made monster cross class skills.
   MONCCSKILL:Alchemy|TYPE.Knowledge
  
The "Alchemy" and "Knowledge" type skills are made monster cross class skills.
.MOD Example:
   Initial Race:
   Ooze Monkey <tab>
MONCCSKILL:Alchemy|Wilderness Lore
  
   Modified By:
   Ooze Monkey.MOD <tab>
MONCCSKILL:Acrobatics|Stealth
  
   Is Equivalent To:
   Ooze Monkey <tab>
MONCCSKILL:Acrobatics|Alchemy|Stealth|Wilderness Lore
   .
  
The "Acrobatics", "Alchemy", "Stealth", and "Wilderness Lore" skills are made monster cross class skills.
Tag Name: MONCSKILL:x|x
Variables Used (x): Text (Skill Name)
Variables Used (x): TYPE.Text (Skill Type)
What it does:
.MOD
    tag, given an existing
    MONCSKILL
    tag, the data included in a new
    MONCSKILL
    tag will be
appended to the existing tag data.
   Examples:
   MONCSKILL:Alchemy|Wilderness
Lore
  
The "Alchemy" and "Wilderness Lore" skills are made monster class skills.
   MONCSKILL:Alchemy|TYPE.Knowledge
  
The "Alchemy" and "Knowledge" type skills are made monster class skills.
.MOD Example:
   Initial Race:
   Ooze Monkey <tab>
MONCSKILL:Alchemy|Wilderness Lore
  
   Modified By:
   Ooze Monkey.MOD <tab>
MONCSKILL:Acrobatics|Stealth
  
   Is Equivalent To:
   Ooze Monkey <tab>
MONCSKILL:Acrobatics|Alchemy|Stealth|Wilderness Lore
   .
  
The "Acrobatics", "Alchemy", "Stealth", and "Wilderness Lore" skills are made monster class skills.
Tag Name: MONSTERCLASS:x:y
Variables Used (x): Text (Monster Class Name)
Variables Used (y): Number (Starting Level)
What it does:
.MOD
    tag, given an existing
    MONSTERCLASS
    tag, the data included in a new
    MONSTERCLASS
    tag will
overwrite the existing tag data.
   Example:
   MONSTERCLASS:Outsider:2
  
The race has 2 levels of Outsider to start.
.MOD Example:
   Initial Race:
   <race name>
<tab> MONSTERCLASS:2
  
   Modified By:
   <race name>.MOD
<tab> MONSTERCLASS:4
  
   Is Equivalent To:
   <race name>
<tab> MONSTERCLASS:4
  
The creature's new monster class is "Outsider" with "4" levels.
Tag Name: RACESUBTYPE:x|x
Variables Used (x): Text (Creature Subtype)
What it does:
.CLEAR
    tag may be used with this tag.
   .MOD
    tag, given an existing
    RACESUBTYPE
    tag, the data included in a new
    RACESUBTYPE
    tag will
be appended to the existing tag data.
   Example:
   RACESUBTYPE:Lawful|Air
  
The race possesses the "Lawful" and "Air" subtypes.
   Bugbear (Shadowkind).MOD <tab>
OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab>
RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab>
LEVELADJUSTMENT:2
  
This modification of the race Bugbear, changes all of the indicated tags.
   <race>.MOD <tab>
RACESUBTYPE:.CLEAR <tab> RACESUBTYPE:Lawful|Air
  
This modification clears a race's existing subtypes and replaces it with the "Lawful" and "Air" subtypes.
.MOD Example:
   Initial Race:
   Ooze Monkey <tab>
RACESUBTYPE:Simian
  
   Modified By:
   Ooze Monkey.MOD <tab>
RACESUBTYPE:Gooey
  
   Is Equivalent To:
   Ooze Monkey <tab>
RACESUBTYPE:Simian|Gooey
   .
  
The character is granted the race types "Simian" and "Gooey".
Tag Name: RACETYPE:x
Variables Used (x): Text (Creature Type)
What it does:
.MOD
    tag, given an existing
    RACETYPE
    tag,
the data included in a new
    RACETYPE
    tag will overwrite
the existing tag data.
   Example:
   RACETYPE:Outsider
  
The race is of the "Outsider" type.
   Bugbear (Shadowkind).MOD <tab>
OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab>
RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab>
LEVELADJUSTMENT:2
  
This modification of the race Bugbear, changes all of the indicated tags.
.MOD Example:
   Initial Race:
   <race name>
<tab> RACETYPE:Humanoid
  
   Modified By:
   <race name>.MOD
<tab> RACETYPE:Outsider
  
   Is Equivalent To:
   <race name>
<tab> RACETYPE:Outsider
  
The race is now of the "Outsider" type.
Tag Name: REACH:x
Variables Used (x): Number (Reach in Feet)
What it does:
.MOD
    tag, given an existing
    REACH
    tag,
the data included in a new
    REACH
    tag will overwrite
the existing tag data.
   Example:
   REACH:10
  
The race has a reach of ten feet.
.MOD Example:
   Initial Race:
   <race name>
<tab> REACH:5
  
   Modified By:
   <race name>.MOD
<tab> REACH:10
  
   Is Equivalent To:
   <race name>
<tab> REACH:10
  
The final reach is "10".
Tag Name: ROLE:x.x
Variables Used (x): Text (a monster role as defined in the game mode).
What it does:
Specifies the monster role or roles of a creature. Used to determine CR for creatures with both racial hit dice and class levels.
Example:
   ROLE:Combat
  
Character levels in classes associated with the Combat role are key levels for CR calculation purposes for this creature.
   ROLE:Combat.Skill
  
Character levels in classes associated with either the Combat role or the Skill role are key levels for CR calculation purposes for this creature.
   ROLE:Cleric
  
Cleric levels are key levels for CR calculation purposes for this creature.
Tag Name: SIZE:x
Variables Used (x): Text (F,D,T,S,M,L,H,G,C)
What it does:
.MOD
    tag, given an existing
    SIZE
    tag, the
data included in a new
    SIZE
    tag will overwrite the
existing tag data.
   Special Sizes:
Example:
   SIZE:M
  
The race is of Medium size.
.MOD Example:
   Initial Race:
   <race name>
<tab> SIZE:M
  
   Modified By:
   <race name>.MOD
<tab> SIZE:L
  
   Is Equivalent To:
   <race name>
<tab> SIZE:L
  
The creatue is "Large".
Tag Name: SKILLMULT:x
Variables Used (x): Number (Skill Multiplier)
What it does:
.MOD
    tag, given an existing
    SKILLMULT
    tag, the data included in a new
    SKILLMULT
    tag will
overwrite the existing tag data.
   Example:
   SKILLMULT:1
  
Monsters have x1 since adding class levels is done as Multi-classing.
.MOD Example:
   Initial Race:
   <race name>
<tab> SKILLMULT:1
  
   Modified By:
   <race name>.MOD
<tab> SKILLMULT:2
  
   Is Equivalent To:
   <race name>
<tab> SKILLMULT:2
  
The final skill multiplier is "2".
Tag Name: STARTFEATS:x
Variables Used (x): Number (Number of Starting Feats)
What it does:
.MOD
    tag, given an existing
    STARTFEATS
    tag, the data included in a new
    STARTFEATS
    tag will be included as if it were a
separate tag.
   Example:
   STARTFEATS:2
  
The race starts with 2 free feats.
.MOD Example:
   Initial Race:
   Werewolf <tab>
STARTFEATS:2
  
   Modified By:
   Werewolf.MOD <tab>
STARTFEATS:2
  
   Is Equivalent To:
   Werewolf <tab>
STARTFEATS:2 <tab> STARTFEATS:2
  
The Werewolf now starts with 4 free feats.
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 race.
Example:
   TEMPLATE:Incorporeal|Undead|Celestial
  
The race uses the "Incorporeal", "Undead" and "Celestial" templates.
   Bugbear (Shadowkind).MOD <tab>
OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab>
RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab>
LEVELADJUSTMENT:2
  
This modification of the race Bugbear, changes all of the indicated tags.
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used (x): Text (Template Name)
What it does:
TEMPLATE:ADDCOICE
    tag as part of a
    .MOD
    of a Race object that containes multiple
    TEMPLATE:CHOOSE
    tags, all instances of the
    TEMPLATE:CHOOSE
    tag will be modified.
   Example:
   TEMPLATE:ADDCHOICE:Demihuman|Beast
  
The race can choose 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 PCGen's current Data Standard is to include no
more that one in each LST object.
   TEMPLATE:CHOOSE
    tag is not a gobal
tag it can be used in the
    
     Ability
    
    ,
    
     Class
    
    , and
    
     Template
    
    files.
   Example:
   TEMPLATE:CHOOSE:Celestial|Outsider
  
The race can choose either the "Celestial" or "Outsider" template.
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.
.MOD Example:
   Initial Race:
   Grunt <tab>
WEAPONBONUS:TYPE.Simple
  
   Modified By:
   Grunt.MOD <tab>
WEAPONBONUS:TYPE.Martial
  
   Is Equivalent To:
   Grunt <tab>
WEAPONBONUS:TYPE.Simple|TYPE.Martial
   .
  
The Grunt may choose between Simple and Martial weapons for a single bonus weapon proficiency.
Tag Name: XTRASKILLPTSPERLVL:x
Variables Used (x): Number, Variable, or Formula
What it does:
Grants a number of skill points to the race for free at every character level. This happens before multiplication of the first class level's skill points.
Example:
   XTRASKILLPTSPERLVL:1
  
Adds one to the skill points per level (before multiplication for the 1st level).
   XTRASKILLPTSPERLVL:HumanSkillBase
  
Adds a number of skill points per level (before multiplication for the 1st level) equal to the value of the variable "HumanSkillBase"".
.MOD Example:
   Initial Race:
   <race name>
<tab> XTRASKILLPTSPERLVL:1
  
   Modified By:
   <race name>.MOD
<tab> XTRASKILLPTSPERLVL:2
  
   Is Equivalent To:
   <race name>
<tab> XTRASKILLPTSPERLVL:2
  
The final extra skill points per level are "2".