The "Name" of the skill must be the first field on each line, the remaining tags may be of any order.
   Craft (Structural)
  
The skill named "Craft (Structural)" is to be created.
   Forgery.MOD
  
The skill named "Forgery" is to be modified.
   Computer Use.FORGET
  
The skill named "Computer Use" is to be forgotten.
When POINTPOOLNAME trigger tag is present in miscinfo file 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
The name of the skill must be the first entry on each line.
Variables Used (x): DOUBLE
Variables Used (x): NO
Variables Used (x): NONPROF
Variables Used (x): PROFICIENT
Variables Used (x): WEIGHT
Variables Used (x): YES
What it does:
.MOD
    tag, given an existing
    ACHECK
    tag,
the data included in a new
    ACHECK
    tag will overwrite
the existing tag data.
   Example:
   ACHECK:YES
  
Armor check penalty applies to this skill.
.MOD Example (Overwriting):
   Initial Skill:
   Brachiation <tab>
ACHECK:YES
  
   Modified By:
   Brachiation.MOD <tab>
ACHECK:DOUBLE
  
   Is Equivalent To:
   Brachiation <tab>
ACHECK:DOUBLE
  
The skill "Brachiation" receives a double penalty from equipped armor.
Tag Name: CLASSES:x
Variables Used (x): Text (Class Name)
Variables Used (x): ALL
What it does:
.MOD
    tag, given an existing
    CLASSES
    tag,
the data included in a new
    CLASSES
    tag will be
appended to the existing tag data.
   Example:
   CLASSES:Cleric|Paladin
  
The listed skill is class skill for "Cleric" or "Paladin" characters.
   CLASSES:ALL
  
The listed skill is class skill for all classes.
   CLASSES:ALL|!Wizard
  
The listed skill is a class skill for all classes except for "Wizard" characters.
.MOD Example (Appending):
   Initial Skill:
   Brachiation <tab>
CLASSES:Acrobat
  
   Modified By:
   Brachiation.MOD <tab>
CLASSES:Ranger
  
   Is Equivalent To:
   Brachiation <tab>
CLASSES:Acrobat|Ranger
   .
  
The skill "Brachiation" is a class skill for both the "Acrobat" and the "Ranger" classes.
Tag Name: EXCLUSIVE:x
Variables Used (x): Boolean (YES or NO)
What it does:
.MOD
    tag, given an existing
    EXCLUSIVE
    tag, the data included in a new
    EXCLUSIVE
    tag will
overwrite the existing tag data.
   Example:
   EXCLUSIVE:YES
  
This skill may only be taken if it is a class skill.
.MOD Example (Overwriting):
   Initial Skill:
   Brachiation <tab>
EXCLUSIVE:YES
  
   Modified By:
   Brachiation.MOD <tab>
EXCLUSIVE:NO
  
   Is Equivalent To:
   Brachiation <tab>
EXCLUSIVE:NO
  
The exclusive skill "Brachiation" is no longer exclusive.
Tag Name: KEYSTAT:x
Variables Used (x): Text (Abbreviated name of stat from statsandchecks.lst)
What it does:
.MOD
    tag, given an existing
    KEYSTAT
    tag,
the data included in a new
    KEYSTAT
    tag will overwrite
the existing tag data.
   Example:
   KEYSTAT:INT
  
Sets the Key stat for the skill to Intelligence.
.MOD Example (Overwriting):
   Initial Skill:
   Brachiation <tab>
KEYSTAT:DEX
  
   Modified By:
   Brachiation.MOD <tab>
KEYSTAT:STR
  
   Is Equivalent To:
   Brachiation <tab>
KEYSTAT:STR
  
The keystat for the skill "Brachiation" is no "Strength".
Tag Name: SITUATION:x|x
Variables Used (x): Text (Skill situation)
What it does:
.MOD
    tag, given an existing
    SITUATION
    tag, the data included in a new
    SITUATION
    tag will
appended to the existing tag data.
   Example:
   Stealth <tab> SITUATION:In
Darkness
  
Sets the situational skill "Stealth (In Darkness)".
.MOD Example:
   Initial Skill:
   Stealth <tab>
SITUATION:In Darkness
  
   Modified By:
   Stealth.MOD <tab>
SITUATION:In Caverns
  
   Is Equivalent To:
   Stealth <tab>
SITUATION:In Darkness|In Caverns
  
Creates the situational skills "Stealth (In Darkness)" and "Stealth (In Caverns)".
Tag Name: USEUNTRAINED:x
Variables Used (x): Boolean (efault is YES)
What it does:
YES
    or
    NO
    are used to indicate if
this skill can be used untrained by the character.
   .MOD
    tag, given an existing
    USEUNTRAINED
    tag, the data included in a new
    USEUNTRAINED
    tag will
overwrite the existing tag data.
   Example:
   USEUNTRAINED:NO
  
This skill may not be used if untrained.
.MOD Example (Overwriting):
   Initial Skill:
   Brachiation <tab>
USEUNTRAINED:NO
  
   Modified By:
   Brachiation.MOD <tab>
USEUNTRAINED:YES
  
   Is Equivalent To:
   Brachiation <tab>
USEUNTRAINED:YES
  
The modified "Brachiation" skill can be used untrained.
Tag Name: VISIBLE:x|y
Variables Used (x): YES (Default)
Variables Used (x): ALWAYS
Variables Used (x): NO
Variables Used (x): DISPLAY
Variables Used (x): GUI
Variables Used (x): EXPORT
Variables Used (x): CSHEET
Variables Used (y): READONLY (Optional)
What it does:
YES
    ,
    ALWAYS
    - Shows the skill name in
PCGen and on export to a character sheet.
   NO
    - Hides the skill completely.
   DISPLAY
    ,
    GUI
    - Displays the skill
name in PCGen but not on the character sheet.
   EXPORT
    ,
    CSHEET
    - Hides the skill name
from PCGen but displays it on the character sheet.
   READONLY
    - This will block the user from adding
Ranks to the skill in the Skill Tab.
   READONLY
    is not valid when
    VISIBLE
    is
set to
    EXPORT
    or
    CSHEET
    .
   .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 skill name in PCGen and on the Output sheet.
   VISIBLE:ALWAYS
  
Shows the skill name in PCGen and on the Output sheet.
   VISIBLE:DISPLAY
  
Shows the skill name in PCGen but not on the Output sheet.
   VISIBLE:GUI
  
Shows the skill name in PCGen but not on the Output sheet.
   VISIBLE:CSHEET
  
Shows the skill name on the Output sheet but not in PCGen.
   VISIBLE:ALWAYS|READONLY
  
Shows the skill name in PCGen and on the Output sheet but prohibits the user from adding ranks to it.
.MOD Example (Overwriting):
   Initial Skill:
   Brachiation <tab>
VISIBLE:EXPORT
  
   Modified By:
   Brachiation.MOD <tab>
VISIBLE:YES
  
   Is Equivalent To:
   Brachiation <tab>
VISIBLE:YES
  
The modified "Brachiation" skill can be seen throughout the PCGen experience.