A Template is a series of special 'ideas' that are applied to a character.
These 'ideas' take the form of Undead, Lycanthropy, Celestial, Outsider, etc., and enhance your character is some way. Each template is one line only and the first field must be the template name.
This space is reserved for a basic introduction to building templates.
Tag Name: ADDLEVEL:x|y
Variables Used (x): Text (Class name)
Variables Used (y): Number or Formula (Number of levels to add)
What it does:
.MOD
    tag, given an existing
    ADDLEVEL
    tag, the data included in a new
    ADDLEVEL
    tag will be
included as if it were a separate tag.
   Example:
   ADDLEVEL:Animal|6
  
Adds six levels of the Animal class to the character.
.MOD Example (Included Separately):
   Initial Template:
   Werewolf <tab>
ADDLEVEL:Animal|2
  
   Modified By:
   Werewolf.MOD <tab>
ADDLEVEL:Animal|1
  
   Is Equivalent To:
   Werewolf <tab>
ADDLEVEL:Animal|2 <tab> ADDLEVEL:Animal|1
   .
  
The werewolf gains three levels in the class "Animal".
Tag Name: BONUSSKILLPOINTS:x
Variables Used (x): Number (Number of bonus skill points >0)
What it does:
.MOD
    tag, given an existing
    BONUSSKILLPOINTS
    tag, the data included in a new
    BONUSSKILLPOINTS
    tag will overwrite the existing tag
data.
   Example:
   BONUSSKILLPOINTS:2
  
Two bonus skill points are given.
.MOD Example:
   Initial Template:
   Sentient Construct
<tab> BONUSSKILLPOINTS:2
  
   Modified By:
   Sentience Construct.MOD
<tab> BONUSSKILLPOINTS:3
  
   Results In:
   Sentient Construct <tab>
BONUSSKILLPOINTS:3
  
Twelve skill points are granted at first level with three being granted at all subsequent levels.
Tag Name: BONUS:MONSKILLPTS|LOCKNUMBER|x
Variables Used (x): Number (Skill points)
What it does:
This will override the base skill points for monster HD. This tag will work retroactively.
Example:
   BONUS:MONSKILLPTS|LOCKNUMBER|6
  
This template will set 6 as the base skill points for any monster levels.
Tag Name: CHOOSE:LANGAUTO:x|x
Variables Used (x): Text (Language Name)
What it does:
.MOD
    tag, the data included in this tag will be
overwritten by the new
    CHOOSE:LANGAUTO
    tag if one is
included in the modification.
   Example:
   CHOOSE:LANGAUTO:Abyssal|Infernal
  
"Abyssal" & "Infernal" are granted as bonus languages.
.MOD Example:
   Initial Template:
   Darkling <tab>
CHOOSE:LANGAUTO:Abyssal|Infernal
  
   Modified By:
   Darkling.MOD <tab>
CHOOSE:LANGAUTO:Ignan|Undercommon
  
   Is Equivalent To:
   Darkling <tab>
CHOOSE:LANGAUTO:Undercommon
  
Darklings are allowed to choose either "Ignan" or "Undercommon" as an automatic language.
Tag Name: CR:x
Variables Used (x): Number (Challenge rating adjustment >0)
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:2
  
The character's challenge rating is increased by two.
   <template name>.MOD <tab>
CR:3
  
The character's challenge rating is increased by three.
.MOD Example:
   Initial Template:
   Darkling <tab>
CR:2
  
   Modified By:
   Darkling.MOD <tab>
CR:3
  
   Is Equivalent To:
   Darkling <tab>
CR:3
  
Darklings have a "challenge rating" of "3".
Tag Name: FACE:x,y
Variables Used (x): Number (Space the creature occupies >= 0)
Variables Used (y): Number (Optional, side space >= 0)
What it does:
.MOD
    tag, given an existing
    FACE
    tag,
the data included in a new
    FACE
    tag will overwrite the
existing tag data.
   NOTE: For the SRD (3e), this tag is used for the Face statistic. For 3.5 rules this tag is used for the Space statistic.
Example:
   FACE:5,10
  
The creature has a face/space of 5 by 10.
   FACE:10
  
The creature has a face/space of 10.
   <template name>.MOD <tab>
FACE:20
  
The creature has a face/space of 20.
.MOD Example:
   Initial Template:
   Darkling <tab>
FACE:10,5
  
   Modified By:
   Darkling.MOD <tab>
FACE:10
  
   Is Equivalent To:
   Darkling <tab>
FACE:10
  
Darklings have a "face/space" of "10".
Tag Name: FAVOREDCLASS:x|x.y
Variables Used (x): Text (Class name)
Variables Used (x): ANY
Variables Used (y): Text (Class or sub-class name)
What it does:
.MOD
    tag, given an existing
    FAVOREDCLASS
    tag, the data included in a new
    FAVOREDCLASS
    tag will be appended to the existing tag
data.
   Example:
   FAVOREDCLASS:Wizard|Fighter
  
The character's favored classes are "Wizard", including any of its sub-classes, and "Fighter".
   FAVOREDCLASS:Wizard.Wizard
  
The character's favored class is "Wizard", excluding any of its sub-classes.
   FAVOREDCLASS:Wizard.Illusionist
  
The character's favored class is the "Wizard" sub-class, the "Illusionist".
   <template name>.MOD <tab>
FAVOREDCLASS:Wizard.Necromancer
  
The character's favored class is the "Wizard" sub-class, the "Necromancer".
.MOD Example:
   Initial Template:
   Darkling <tab>
FAVOREDCLASS:Sorcerer
  
   Modified By:
   Darkling.MOD <tab>
FAVOREDCLASS:Wizard.Necromancer
  
   Is Equivalent To:
   Darkling <tab>
FAVOREDCLASS:Sorcerer|Wizard.Necromancer
  
Darkling's "favored class" is the "Sorcerer" and the "Wizard" sub-class, the "Necromancer".
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.
     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.
    .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
   
Presents the "Blind-Fight" & "Alertness" feats to the user and grants the feat selected to the character.
.MOD Example:
    Initial Template:
    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
   
Presents the "Blind-Fight" and "Combat Reflexes" feats to the user and grants the feat selected to the character.
Tag Name: GENDERLOCK:x
Variables Used (x): Text (Gender)
What it does:
.MOD
    tag, given an existing
    GENDERLOCK
    tag, the data included in a new
    GENDERLOCK
    tag will overwrite the existing tag
data.
   Example:
   GENDERLOCK:Female
  
The character's gender is set to and locked as "Female".
.MOD Example:
   Initial Template:
   Darkling Sorcerer
<tab> GENDERLOCK:Female
  
   Modified By:
   Darkling Sorcerer.MOD
<tab> GENDERLOCK:Male
  
   Is Equivalent To:
   Darkling Sorcerer
<tab> GENDERLOCK:Male
  
The Darkling Sorcerer's gender is set to "Male" and the ability to change it is disabled.
Tag Name: HANDS:x
Variables Used (x): Number (Number of Hands >= 0)
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
  
The creature has four hands.
.MOD Example:
   Initial Template:
   Darkling Sorcerer
<tab> HANDS:2
  
   Modified By:
   Darkling Sorcerer.MOD
<tab> HANDS:4
  
   Is Equivalent To:
   Darkling Sorcerer
<tab> HANDS:4
  
The Darkling Sorcerer's number of hands is set to "4".
Tag Name: HD:x:y:z
Variables Used (x): Calculation (range or minimum natural Hit Dice)
Variables Used (y): ANY valid Template or Global Token which can accept trailing PRE tags can be used
Variables Used (z): Number or Text (Must be valid for the tag used)
What it does:
.MOD
    tag, given an existing
    HD
    tag,
the data included in a new
    HD
    tag will be included as
if it were a separate tag.
   Examples:
   HD:1-3:DR:5/1
  
Grants Damage Reduction of 5/+1 if natural hit dice is between one and three.
   HD:1+:SR:15
  
Grants Spell Resistance of 15 if natural hit dice is greater than one.
   HD:2-7:CR:2
  
Grants an increase in Challenge Rating of two if natural hit dice is between two and seven.
   HD:15+:SA:Uncanny Dodge
  
Grants the "Uncanny Dodge" special ability if natural hit dice is greater than fifteen.
   HD:10+:FEAT:Alertness
  
Grants the "Alertness" feat if natural hit dice is greater than ten.
.MOD Example:
   Initial Template:
   Werewolf <tab>
HD:1-3:DR:5/1
  
   Modified By:
   Werewolf.MOD <tab>
HD:2-7:CR:2
  
   Is Equivalent To:
   Werewolf <tab>
HD:1-3:DR:5/1 <tab> HD:2-7:CR:2
   .
  
The werewolf gains Damage Reduction of "5/1" if natural hit dice is between one and three, and is granted an increase in Challenge Rating of two if natural hit dice is between two and seven.
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:
MIN
    and
    MAX
    parameters in the
    DIESIZES
    tag.
   MIN
    and
    MAX
    settings and
use the full range of die sizes specified by the
    DIESIZES
    tag.
   HITDIE
    can be qualified with a Class or Class type
in which case it will only be applied to the matching classes.
   .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 Die size of 12.
   HITDIE:%+2
  
Adds 2 to the current Hit Die size.
   HITDIE:%-4
  
Subtracts 4 from the current Hit Die size.
   HITDIE:%*3
  
Multiplies the current Hit Die size by 3.
   HITDIE:%/2
  
Divides the current Hit Die size by 2.
   HITDIE:%up2
  
Steps up the Hit Die 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 Die 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 Die 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 Die 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 Die size by three steps. If the class has a Hit Die of d6 it will be stepped down to d2.
   <template name>.MOD <tab>
HITDIE:8
  
The character now has a Hit Die size of 8.
.MOD Example:
   Initial Template:
   Darkling Sorcerer
<tab> HITDIE:6
  
   Modified By:
   Darkling Sorcerer.MOD
<tab> HITDIE:8
  
   Is Equivalent To:
   Darkling Sorcerer
<tab> HITDIE:8
  
The Darkling Sorcerer's Hit Die size is now "8".
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:
.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:TYPE=Spoken,Draconic
  
Add all "Spoken" type languages & "Draconic" to the list of languages that can be taken when creating a character.
.MOD Example (Appending):
   Initial Template:
   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 >=0)
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 four legs.
   LEGS:0
  
Slime and ooze creatures/characters would have no legs!
   <template name>.MOD <tab>
LEGS:8
  
The creature has eight legs.
.MOD Example:
   Initial Template:
   Odin's Blessing
<tab> LEGS:8
  
   Modified By:
   Odin's Blessing.MOD
<tab> LEGS:6
  
   Is Equivalent To:
   Odin's Blessing
<tab> LEGS:6
  
The recipient of this template now has "6" legs.
Tag Name: LEVEL:x:y:z
Variables Used (x): Number (Level at which the benefit is granted)
Variables Used (y): ANY valid Template or Global Token which can accept trailing PRE tags can be used
Variables Used (z): Number or Text (Must be valid for the tag used)
What it does:
ABILITY
      -
      
       Ability
      
     CR
      -
      
       Challenge Rating
      
     DR
      -
      
       Damage
Reduction
      
     FEAT
      -
      
       Feat
      
     MOVE
      -
      
       Move
      
     SAB
      -
      
       Special
Ability
      
     SR
      -
      
       Spell
Resistance
      
     .MOD
    tag, given an existing
    LEVEL
    tag, the data included in a new
    LEVEL
    tag will be
included as if it were a separate tag.
   Examples:
   LEVEL:1:DR:5/+1
  
Grants Damage Reduction of 5/+1 at Level 1.
   LEVEL:2:SR:15
  
Grants Spell Resistance of 15 at Level 2.
   LEVEL:3:CR:2
  
Grants an increase in Challenge Rating of two at Level 3.
   LEVEL:3:MOVE:Burrow,20
  
Grants an a burrowing rate of 20 at Level 3.
   LEVEL:4:SAB:Uncanny Dodge
  
Grants the "Uncanny Dodge" special ability at Level 4.
   LEVEL:5:FEAT:Alertness
  
Grants the "Alertness" feat at Level 5.
   LEVEL:6:FEAT:TYPE.Fighter
  
Produces a popup menu at Level 6 from which a PC can choose a fighter feat.
   LEVEL:6:ABILITY:FEAT|AUTOMATIC|Empower
Spell
  
Grants the "Empower Spell" feat as an automatic feat at Level 6.
.MOD Example:
   Initial Template:
   Werewolf <tab>
LEVEL:1:DR:5/1
  
   Modified By:
   Werewolf.MOD <tab>
LEVEL:2-7:CR:2
  
   Is Equivalent To:
   Werewolf <tab>
HD:1:DR:5/1 <tab> HD:2:CR:2
   .
  
The werewolf gains Damage Reduction of "5/1" at Level 1 and is granted an increase in Challenge Rating of two at Level 2.
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.
   <template name>.MOD <tab>
LEVELADJUSTMENT:3
  
The character's ECL is raised by three.
.MOD Example:
   Initial Template:
   Darkling <tab>
LEVELADJUSTMENT:2
  
   Modified By:
   Darkling.MOD <tab>
LEVELADJUSTMENT:4
  
   Is Equivalent To:
   Darkling <tab>
LEVELADJUSTMENT:4
  
The Darkling's Effective Character Level (ECL) is raised by "4".
Tag Name: NONPP:x
Variables Used (x): Number (Non-proficiency penalty <= 0)
What it does:
.MOD
    tag, given an existing
    NONPP
    tag, the data included in a new
    NONPP
    tag will
overwrite the existing tag data.
   Example:
   NONPP:-2
  
The non-proficiency penalty is minus two.
.MOD Example:
   Initial Template:
   <template name>
<tab> NONPP:-2
  
   Modified By:
   <template name>.MOD
<tab> NONPP:-1
  
   Is Equivalent To:
   <template name>
<tab> NONPP:-1
   .
  
The non-proficiency penalty is minus one.
Tag Name: RACESUBTYPE:x|x
Variables Used (x): Text (Creature Subtype)
Variables Used (x): .REMOVE.Text (Removes Creature Subtypes)
What it does:
.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
  
Adds the "Lawful" and "Air" subtypes.
   RACESUBTYPE:.REMOVE.Evil
  
Removes the "Evil" subtype.
   RACESUBTYPE:.REMOVE.Extraplanar|Native
  
Removes the "Extraplanar" subtype and adds "Native" subtype.
.MOD Example:
   Initial Template:
   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:Undead
  
The creature is now of the "Undead" type.
.MOD Example:
   Initial Template:
   <template name>
<tab> RACETYPE:Undead
  
   Modified By:
   <template name>.MOD
<tab> RACETYPE:Outsider
  
   Is Equivalent To:
   <template name>
<tab> RACETYPE:Outsider
   .
  
The character is now the race type "Outsider".
Tag Name: REACH:x
Variables Used (x): Number (Reach in Feet >= 0)
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 creature has a reach of ten (10) feet.
.MOD Example:
   Initial Template:
   <template name>
<tab> REACH:10
  
   Modified By:
   <template name>.MOD
<tab> REACH:20
  
   Is Equivalent To:
   <template name>
<tab> REACH:20
   .
  
The character's reach is now twenty (20) feet.
Tag Name: REGION:x
Variables Used (x): Text (Region name)
Variables Used (x): YES (Not case sensitive)
What it does:
.MOD
    tag, given an existing
    REGION
    tag, the data included in a new
    REGION
    tag will
overwrite the existing tag data.
   Example:
   REGION:Timbuktu
  
The character is from "Timbuktu".
.MOD Example:
   Initial Template:
   <template name>
<tab> REGION:Timbuktu
  
   Modified By:
   <template name>.MOD
<tab> REGION:Saskatewan
  
   Is Equivalent To:
   <template name>
<tab> REGION:Saskatewan
   .
  
The character is from "Saskatewan".
Tag Name: REMOVABLE:x
Variables Used (x): Boolean (YES or NO)
What it does:
.MOD
    tag, given an existing
    REMOVABLE
    tag, the data included in a new
    REMOVABLE
    tag will
overwrite the existing tag data.
   Example:
   REMOVABLE:NO
  
The template may not be removed if taken.
   <template name>.MOD <tab>
REMOVABLE:YES
  
The template may be removed after being taken.
.MOD Example:
   Initial Template:
   <template name>
<tab> REMOVABLE:NO
  
   Modified By:
   <template name>.MOD
<tab> REMOVABLE:YES
  
   Is Equivalent To:
   <template name>
<tab> REMOVABLE:YES
  
The template is removable.
Tag Name: REPEATLEVEL:v|w|x:y:z
Variables Used (v): Number (Levels per interval)
Variables Used (w): Number (Number of intervals before skipping one interval, use 0 for no skip)
Variables Used (x): Number (Maximum level)
Variables Used (y): Number (Minimum level)
Variables Used (z): Text (Tag to be repeated)
What it does:
SR
    ,
    SAB
    ,
    DR
    ,
    CR
    , and
    FEAT
    , each with its own suntax
and parameter requirements.
   .MOD
    tag, given an existing
    REPEATLEVEL
    tag, the data included in a new
    REPEATLEVEL
    tag will be included as if it were a
separate tag.
   Example:
   <Template Name> <tab>
REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)
  
Would add "ABonusFeat" at levels 5, 10, 15, and 20.
   <Template Name> <tab>
REPEATLEVEL:1|0|20:1:FEAT(ABonusFeat)
  
Would add "ABonusFeat" at levels 1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15, 17, 18, and 19.
   <Template Name> <tab>
REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)
  
Would add "ABonusFeat" at levels 2, 4, 6, 8,... up to level 20.
   Drow Male <tab>
REPEATLEVEL:1|0|10:1:FEAT(AWizardFeat) <tab> PRERACE:Elf
(Drow) <tab> SUBRACE:Male <tab>
GENDERLOCK:Male
  
Would add "AWizardFeat" at levels 1, 2, 3, 5, 6, 7, 9, and 10.
.MOD Example:
   Initial Template:
   Advanced Werewolf
<tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)
  
   Modified By:
   Advanced Werewolf.MOD
<tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)
  
   Is Equivalent To:
   Advanced Werewolf
<tab> REPEATLEVEL:5|4|20:1:FEAT(ABonusFeat)
    
   .
  
    <tab> REPEATLEVEL:2|1|20:2:FEAT(ABonusFeat)
The Advanced Werewolf gains a bonus feat at levels 2, 4, 5, 6, 8, 12, 14, 15, 16, and 18, and gains two bonus feats at levels 10 and 20.
Tag Name: SIZE:x
Variables Used (x): Text (F,D,T,S,M,L,H,G,C)
Variables Used (x): Number or Formula (Numeric value of the size value)
What it does:
.MOD
    tag, given an existing
    SIZE
    tag,
the data included in a new
    SIZE
    tag will overwrite the
existing tag data.
   Example:
   SIZE:M
  
The character is "Medium" size.
   SIZE:max(AnimalSize,SIZE)
  
Sets the character's size to the maximum of the variable "AnimalSize" and current size.
.MOD Example:
   Initial Template:
   <template name>
<tab> SIZE:M
  
   Modified By:
   <template name>.MOD
<tab> SIZE:L
  
   Is Equivalent To:
   <template name>
<tab> SIZE:L
  
The creatue is "Large".
Tag Name: SUBRACE:x
Variables Used (x): Text (Subrace Name)
Variables Used (x): YES
What it does:
SUBRACE
    should only be used once in a template
line.
   .MOD
    tag, given an existing
    SUBRACE
    tag, the data included in a new
    SUBRACE
    tag will
overwrite the existing tag data.
   Example:
   SUBRACE:Ooze Monkey
  
The character is part of the "Monkey Ooze" sub race.
.MOD Example:
   Initial Template:
   Ooze Monkey <tab>
SUBRACE:Ooze Monkey
  
   Modified By:
   Ooze Monkey.MOD <tab>
SUBRACE:Tropical
  
   Is Equivalent To:
   Ooze Monkey <tab>
SUBRACE:Tropical
   .
  
The Ooze Monkey is granted the "Tropical" sub-race.
Tag Name: SUBREGION:x
Variables Used (x): Text (Sub-Region Name)
Variables Used (x): YES
What it does:
.MOD
    tag, given an existing
    SUBREGION
    tag, the data included in a new
    SUBREGION
    tag will
overwrite the existing tag data.
   Example:
   SUBREGION:South Side
  
The character is from the "South Side" subregion.
.MOD Example:
   Initial Template:
   South Philly <tab>
SUBREGION:South Side
  
   Modified By:
   South Philly.MOD <tab>
SUBREGION:Philadelphia
  
   Is Equivalent To:
   South Philly <tab>
SUBREGION:Philadelphia
   .
  
The character is from "Philadelphia".
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Template Name)
Variables Used (x): TYPE=Text (Valid Template Type)
What it does:
%LIST
    in conjunction with a
    CHOOSE
    tag.
   Example:
   TEMPLATE:Incorporeal|Undead|Celestial
  
The character is given the "Incorporeal", "Undead" & "Celestial" templates.
Tag Name: TEMPLATE:ADDCHOICE:x|x
Variables Used (x): Text (Template Name)
Variables Used (x): TYPE=Text (Valid Template Type)
What it does:
TEMPLATE:CHOOSE
    tag.
   TEMPLATE:ADDCOICE
    tag as part of a
    .MOD
    of a Template object that containes multiple
    TEMPLATE:CHOOSE
    tags, all instances of the
    TEMPLATE:CHOOSE
    tag will be modified.
   Example:
   TEMPLATE:ADDCHOICE:Demihuman|Beast
  
The character has "Demihuman" and "Beast" added to the choice list.
Tag Name: TEMPLATE:CHOOSE:x|x
Variables Used (x): Text (Template Name)
Variables Used (x): TYPE=Text (Valid Template Type)
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
    
     Race
    
    files.
   Example:
   TEMPLATE:CHOOSE:Celestial|Outsider
  
The character is given the choice between "Celestial" or "Outsider".
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 Template name in PCGen and on
export to a character sheet
   NO
    - Hides the Template name in PCGen and on
export to a character sheet.
   DISPLAY
    - Displays the Template name in PCGen but
not on the character sheet.
   EXPORT
    - Hides the Template 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 Template name in PCGen and on export to a character sheet.
   <template name>.MOD <tab>
VISIBLE:NO
  
The template will not be visible either in the GUI or on the character sheet..
.MOD Example:
   Initial Template:
   South Philly <tab>
VISIBLE:YES
  
   Modified By:
   South Philly.MOD <tab>
VISIBLE:NO
  
   Is Equivalent To:
   South Philly <tab>
VISIBLE:NO
   .
  
The template is not visible.
Tag Name: WEAPONBONUS:x|x
Variables Used (x): Text (Weapon Name)
Variables Used (x): TYPE.Text (Weapon Type)
What it does:
.MOD
    tag, given an existing
    WEAPONBONUS
    tag, the data included in a new
    WEAPONBONUS
    tag will be appended to the existing tag
data.
   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 Template:
   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.