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.
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
*** New
Tag Name: ADDSPELLLEVEL:x
Variables Used (x): Number (Increase in spell slot level)
What it does:
This tag is used in metamagic feats to denote how much higher the spell level slot requires.
Example:
ADDSPELLLEVEL:2
A spell with this metamagic feat applied to it takes up a slot two levels higher than the normal spell.
Tag Name: BENEFIT:x
Variables Used (x): Text (feat benefit text)
What it does:
This is the benefit text of the feat from the source material. This text will be displayed in the feat description field if the "Display Feat Description" checkbox in the Appearance/Display Options Preference window is unchecked. Otherwise the text from the DESC tag will be displayed.
Example:
BENEFIT:This is sample text for the example purposes
Adds feat benefit.
Tag Name: CHOOSE:FEATADD|x|x
Variables Used (x): Text (Feat name)
Variables Used (x): Text (TYPE=feat type)
What it does:
Adds a Feat to the list of Feats for the Character. It will only display as a choice those feats that the character is qualified to select.
Example:
CHOOSE:FEATADD|Weapon Focus,Toughness,Improved Unarmed Combat
May choose between "Weapon Focus", "Toughness" or "Improved Unarmed Combat".
CHOOSE:FEATADD|TYPE=General
May choose any General type feat.
CHOOSE:FEATADD|Weapon Focus,Improved Unarmed
Combat|TYPE=Metamagic|TYPE=ItemCreation
My choose between "Weapon Focus", "Improved Unarmed Combat", any "Metamagic" type feat or any "ItemCreation" type feat..
*** New 5.11.4
Tag Name: (FEATNAME).MOD or .COPY or .CLEAR
Variables Used (x): Text (.MOD or .COPY or .CLEAR)
What it does:
Example:
Alertness.MOD <tab> TYPE:HumanSurvivor.AirRunner.BarterKing.Gunhand.Lawman.Rancher.VelinChief
Modified the Alertness feat .
Stamina.MOD <tab> PRE:.CLEAR <tab> PREMULT:1,[PREFEAT:1,Robust],[PRECLASS:1,Super Soldier=1]
Modified the "Stamina" by clearing the PRE: tags and inserting new ones feat .
Favored Bonus__Humanoid_Halfling.FORGET
Forget the Favored Bonus__Humanoid_Halfling feat .
Tag Name: COST:x
Variables Used (x): Number (feat point cost)
What it does:
This is how many feat points the feat costs. A decimal value, as the example below, would mean that it only costs 1/2 a feat point.
Example:
COST:1
Feat costs one feat point.
COST:.5
Feat costs half a feat point.
*** New
Tag Name: DESCISPI:x
Variables Used (x): Boolean (YES/NO)
What it does:
This is used to show that the DESC field is closed content, or Product Identity. Permission must be gained from the publisher to release it into official files.
Example:
DESCISPI:YES
The Feat description is closed content.
*** New 5.11.x
Tag Name: MODIFYFEATCHOICE:x
Variables Used (x):Text (feat name)
Variables Used (x):TYPE=Text (feat type)
What it does:
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.
Tag Name: MULT:x
Variables Used (x): Boolean (YES/NO)
What it does:
This determines if a feat can be taken multiple times. If the value is set to YES, then you MUST also use a CHOOSE tag.
Example:
MULT:YES
This Feat can be taken multiple times.
Tag Name: STACK:x
Variables Used (x): Boolean (YES/NO)
What it does:
This tells PCGen if the feat benefits may be stacked on one another.
Example:
STACK:YES
This Feat may be stack on it's self.
*** New 5.6
Tag Name: TEMPLATE:x|x
Variables Used (x): Text (Name of template)
What it does:
This is a | (pipe) delimited list of templates that are granted by the feat.
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: TYPE:x
Variables Used (x): Text (Feat type)
What it does:
This is a . (period) delimited list of the types the feat is.
Example:
TYPE:General.Fighter
This Feat is part of the "General" and "Fighter" feat types.
Acrobatic.MOD <tab> TYPE:.CLEAR <tab> TYPE:General.Fast.Pugilist.Rustler.Showman
Modification of the Acrobatic Class to be "General", "Fast", "Pugilist", "Rustler", "Showman", feat types.
Charm.MOD <tab> TYPE:Efficacious
This Feat replaces all of the TYPES with "Efficacious" feat type.
Tag Name: VISIBLE:x
Variables Used (x): YES
Variables Used (x): NO
Variables Used (x): DISPLAY
Variables Used (x): EXPORT
What it does:
Example:
VISIBLE:YES
Shows the feat name in PCGen and on the Output sheet.