# General Information Output Sheet Tokens

Token Name: AGE

What it does:

Displays characters age.

Examples:

`AGE`

Displays characters age.

Token Name: ALIGNMENT

What it does:

Displays characters alignment as full words, Lawful Good, Chaotic Evil, etc.

Examples:

`ALIGNMENT`

Displays characters alignment as full words.

Token Name: ALIGNMENT.SHORT

What it does:

Displays characters alignment as 2 letters, LG, CE, etc.

Examples:

`ALIGNMENT.SHORT`

Displays characters alignment as 2 letters.

Token Name: BIO

What it does:

Display characters biography.

If followed by a comma and text the text will be appended to the end of each new line.

Examples:

`BIO`

Display characters biography.

`BIO,Text`

Display characters biography and appends the word 'Text' at the end of each new line.

Token Name: CATCHPHRASE

What it does:

Display characters catch phrase.

Examples:

`CATCHPHRASE`

Display characters catch phrase.

Token Name: CLASS.x.y

Variables Used (x): Number (The classes position in the character's class list - 0-based index).

Variables Used (y): Text (Property).

- None - Displays the xth class' name.
- LEVEL - Displays the xth class' level.

What it does:

Displays the xth class' name or level.

Examples:

`CLASS.0`

Displays the name of the 1st class.

`CLASS.0.LEVEL`

Displays the level of the 1st class.

Token Name: CLASSABB.x

Variables Used (x): Number (The classes position in the character's class list - 0-based index).

What it does:

Displays the abbreviated name of the xth class.

Examples:

`CLASSABB0`

Displays the abbreviated name of the 1st class.

Token Name: CLASSLIST

What it does:

Displays a comma delimited list of all your classes.

Examples:

`CLASSLIST`

Displays a comma delimited list of all your classes.

Token Name: COLOR.x

Variables Used (x): Text (Property).

- EYE - Display characters eye color.
- HAIR - Display characters hair color.
- SKIN - Display characters skin color.

What it does:

Displays the color of the selected item.

Examples:

`COLOR.EYE`

Display characters eye color.

`COLOR.HAIR`

Display characters hair color.

`COLOR.SKIN`

Display characters skin color.

Token Name: CR

What it does:

Displays characters Chalenge Rating.

Examples:

`CR`

Displays characters Chalenge Rating.

*** Updated

Token Name: DEITY.x

Variables Used (x): Text (Property).

- None - Displays the deity name.
- ALIGNMENT - Displays the deity alignment.
- APPEARANCE - Displays the deity appearance.
- DESCRIPTION - Displays the deity description.
- DOMAINLIST - Displays the deity domain list.
- FAVOREDWEAPON - Displays the deity favored weapon.
- FOLLOWERALIGNMENT - Displays the deity acceptable follower alignments.
- HOLYITEM - Displays the deity holy item.
- PANTHEONLIST - Displays the deity pantheons.
- SA - Displays the deity granted special abilities.
- SOURCE - Displays the deity source.
- TITLE - Displays the deity title.
- WORSHIPPERS - Displays the deity typical worshippers.

What it does:

Displays the selected property of the Deity.

Examples:

`DEITY.DESCRIPTION`

Prints the deity description.

Token Name: DESC

What it does:

Display characters description.

If followed by a comma and text the text will be appended to the end of each new line.

Examples:

`DESC`

Display characters description.

`DESC,Text`

Display characters description and appends the word 'Text' at the end of each new line.

Token Name: DOMAIN.x.y

Variables Used (x): Number (The domain's position in the character's domain list - 0-based index).

Variables Used (y): Text (Property).

- None - Displays the domain name.
- POWER - Displays the domain powers.

What it does:

Displays information about the character's selected domains.

Examples:

`DOMAIN.1`

Displays the name of the 2nd domain.

`DOMAIN.1.POWER`

Displays the domain powers of the 2nd domain.

Token Name: DR

What it does:

Displays characters damage reduction.

Examples:

`DR`

Displays characters damage reduction.

Token Name: ECL

What it does:

Displays characters Effective Character Level.

Examples:

`ECL`

Displays characters Effective Character Level.

Token Name: EXP.x

Variables Used (x): Text (Property).

- CURRENT - Displays current XP.
- NEXT - Displays XP required for next level.
- FACTOR - Displays multiplying factor for multiclassing XP.
- PENALTY - Displays the % experience penalty for having too many classes with levels too far apart.

What it does:

Displays various information about Experience Points.

Examples:

`EXP.CURRENT`

Displays current Experience Points.

Token Name: FACE.x

Variables Used (x): Text (Property).

- SHORT - delivers "<x> <MOVEUNITABBREV>" or "<x> X <y>"
- 1 - delivers "<x>"
- 2 - delivers "<y>"

What it does:

Displays the area you occupy.

Used for the Face statistic in 3.0 rules and the Space statistic in 3.5 rules.

The FACE tag from which the FACE token gets its data can be one or two integers (x,y).

Examples:

`FACE.SHORT`

Displays the characters Face or Space statistic.

Token Name: FAVOREDLIST

What it does:

Displays a comma delimited list of all your favored classes.

Examples:

`FAVOREDLIST`

Displays a comma delimited list of all your favored classes.

Token Name: FOLLOWER.x.y

Variables Used (x): Number (The follower's position in the character's follower list - 0-based index).

Variables Used (y): Text (Any valid csheet token).

What it does:

Prints out the result of the specified token on the specified follower.

Examples:

`FOLLOWER0.RACE`

Displays the 1st followers race.

`FOLLOWER0.GENDER.LONG`

Displays the 1st followers long version gender (e.g. Male/Female).

Token Name: FOLLOWERLIST

What it does:

Displays a comma delimited list of follower names.

Examples:

`FOLLOWERLIST`

Displays a comma delimited list of follower names.

Token Name: FOLLOWEROF

What it does:

Displays the type of follower the character is and the master's name (e.g. "Familiar of Jorge").

Examples:

`FOLLOWEROF`

Displays the type of follower the character is and the master's name.

Token Name: FOLLOWERTYPE.x.y.z

Variables Used (x): Text (Follower Type).

- ANIMAL COMPANIONS - Followers considered to be Animal Companions.
- FAMILIAR - Followers considered to be Familiars.
- FOLLOWER - Followers considered to be Henchmen.
- SPECIAL MOUNT - Followers considered to be Special Mounts.

Variables Used (y): Number (The follower of the type specified's position in the character's follower list - 0-based index).

Variables Used (z): Text (Any valid csheet token).

What it does:

- Displays the specified token for the specified follower.
- Both the Master and the Follower must be open in PCGen for this token to export the proper information.

Examples:

`FOLLOWERTYPE.FAMILIAR0.NAME`

The name of the 1st familiar is displayed.

Token Name: GAMEMODE

What it does:

Displays the current Game Mode.

Examples:

`GAMEMODE`

Displays the current Game Mode.

Token Name: GENDER.x

Variables Used (x): Text (Gender output type).

- blank - Displays characters gender as a single letter, M for Male, F for Female.
- SHORT - Displays characters gender as a single letter, M for Male, F for Female.
- LONG - Displays characters gender as the whole word, Male or Female.

What it does:

Displays characters gender as a single letter, M for Male, F for Female.

Examples:

`GENDER`

Displays characters gender as a single letter, M for Male, F for Female.

Token Name: GOLD

What it does:

Displays the amount of gold displayed in the Items tab.

Examples:

`GOLD`

Displays the amount of gold displayed in the Items tab.

Token Name: HANDED

What it does:

Displays characters handedness, Left Handed, Right Handed.

Examples:

`HANDED`

Displays characters handedness, Left Handed, Right Handed.

Token Name: HEIGHT.x

Variables Used (x): Text (Height output type).

- blank - Displays characters complete height in the currently selected height unit (e.g. 6' 2").
- FOOTPART - Displays the foot part of characters height (e.g. 6').
- INCHPART - Displays the inch part of characters height (e.g. 2").

What it does:

Displays character height information.

Examples:

`HEIGHT`

Displays characters complete height.

Token Name: HITDICE

What it does:

Displays characters total hit dice.

Examples:

`HITDICE`

Displays characters total hit dice.

Token Name: HP

What it does:

Displays characters Hit Points.

Examples:

`HP`

Displays characters Hit Points.

Token Name: INTERESTS

What it does:

Display characters interests.

Examples:

`INTERESTS`

Display characters interests.

Token Name: LANGUAGES.x

Variables Used (x): Text (Language output type).

- blank - Displays a comma delimited list of known languages.
- Number?- The languages position in the character's language list - 0-based index.

What it does:

Displays character language information.

Examples:

`LANGUAGES`

Displays a comma delimited list of known languages.

`LANGUAGES.3`

the 3rd language known by the character.

Token Name: LENGTH.x

Variables Used (x): Text (Length output type).

- HAIR - Display characters hair length.

What it does:

Displays character length information.

Examples:

`LENGTH.HAIR`

Display characters hair length.

Token Name: LOCATION

What it does:

Display characters location.

Examples:

`LOCATION`

Display characters location.

Token Name: MISC.x,y

Variables Used (x): Text (Length output type).

- FUNDS - Displays the Funds free-form entry in the Misc tab and is printed exactly as it appears in that text field.
- COMPANIONS - Displays the Companions free-form entry in the Misc tab and is printed exactly as it appears in that text field.
- MAGIC - Displays the Magic free-form entry in the Misc tab and is printed exactly as it appears in that text field.

Variables Used (y): Text (HTML formating).

What it does:

Displays info from the Miscellaneous tab.

Examples:

`MISC.MAGIC,<br/>`

Displays the contents of the Magic the free-form entry in the Misc tab and is printed exactly as it appears in that text field after outputting a blank line.

Token Name: MOVE.x.y

Variables Used (x): Number?(The movement types position in the character's movement list - 0-based index).

Variables Used (y): Text (Property).

- None - Displays the name and rate in ft of the xth movement type.
- NAME - Displays the name only of the xth movement type.
- RATE - Displays the rate only in ft of the xth movement type.

What it does:

Displays movement information.

Examples:

`MOVE0.NAME`

Displays the name only of the 1st movement type.

Token Name: MOVEMENT

What it does:

Displays characters movement rate.

Examples:

`MOVEMENT`

Displays characters movement rate.

Token Name: NAME

What it does:

Displays characters name.

Examples:

`NAME`

Displays characters name.

Token Name: NOTE.w.x.y.z

Variables Used (w): Number?(The note's position in the character's note list - 0-based index).

Variables Used (x): Text (Property).

Variables Used (y): Text (lineprefix - Optional).

Variables Used (z): Text (linesuffix - Optional).

- NAME - Displays the note's name.
- VALUE - Displays the notes contents.

What it does:

Export the note name/header and text/value.

Examples:

`NOTE.0.NAME`

Displays the 1st note name in the character's note list.

`NOTE.0.NAME.<b>.</b>`

Displays the 1st note name in the character's note list in bold font.

Token Name: NOTE.v.w.x.y.z

Variables Used (v): Text (Label).

- ALL - This will cycle through all the notes.
- Number - Will report based on the xth note.
- Text -?Will find a note by that name and report on it.

Variables Used (w): Text (beforeHeader).

Variables Used (x): Text (afterHeader).

Variables Used (y): Text (beforeValue).

Variables Used (z): Text (afterValue).

What it does:

- Exports and formats notes.
- If any of the before and after values are not included they will be treated as empty strings.
- Note that the parser will treat ..? as a single .? so if you want to skip a field you need to put a space between them (e.g.? ".? .").

Examples:

`NOTE.ALL.<b>.</b>.<br>`

This would bold the header of the note (from the Notes tab) and put a new line before the value.

Token Name: PAPERINFO.x

Variables Used (x): Text (Property).

- NAME - Displays the Paper Type defined in the Output Preferences.
- HEIGHT - Displays the height of the Paper Type defined in the Output Preferences in millimeters or inches based on paper type (Metric or US).
- WIDTH - Displays the width of the Paper Type defined in the Output Preferences in millimeters or inches based on paper type (Metric or US).
- MARGINTOP - Displays the top margin of the Paper Type defined in the Output Preferences in millimeters or inches based on paper type (Metric or US).
- MARGINBOTTOM - Displays the bottom margin of the Paper Type defined in the Output Preferences in millimeters or inches based on paper type (Metric or US).
- MARGINLEFT - Displays the left margin of the Paper Type defined in the Output Preferences in millimeters or inches based on paper type (Metric or US).
- MARGINRIGHT - Displays the right margin of the Paper Type defined in the Output Preferences in millimeters or inches based on paper type (Metric or US).

What it does:

Displays information about the paper defined in preferences for the Output Sheet.

Examples:

`PAPERINFO.NAME`

Displays the name of the Paper Type defined in the Output Preferences.

*** new 5.7.14

Token Name: PC.x

Variables Used (x): Text (Property).

- HEIGHT - Displays the height of PC in inches (or whatever the base unit is).
- WEIGHT - Displays the weight of PC in pounds (or whatever base unit is).

What it does:

Display characters height or weight.

Examples:

`PC.HEIGHT`

Display characters height.

Token Name: PERSONALITY.1

What it does:

Display characters first personality trait.

Examples:

`PERSONALITY.1`

Display characters first personality trait.

Token Name: PERSONALITY.2

What it does:

Display characters second personality trait.

Examples:

`PERSONALITY.2`

Display characters second personality trait.

Token Name: PHOBIAS

What it does:

Display characters phobias.

Examples:

`PHOBIAS`

Display characters phobias.

Token Name: PLAYERNAME

What it does:

Displays Player's Name.

Examples:

`PLAYERNAME`

Displays Player's Name.

Token Name: POOL.x

Variables Used (x): Text (Property).

- COST - Displays the original cost of creating the character if it was done in Purchase Mode.
- CURRENT?- Displays the remaining stat pool.

What it does:

Displays information about the stat pool.

Examples:

`POOL.CURRENT`

Displays the remaining stat pool.

Token Name: PORTRAIT

What it does:

Outputs the path and file name to the portrait selected on the DESCRIPTION tab.

Examples:

`PORTRAIT`

Outputs the path and file name to the portrait selected on the DESCRIPTION tab.

Token Name: RACE

What it does:

Displays characters race.

Examples:

`RACE`

Displays characters race.

Token Name: REACH

What it does:

Displays characters reach.

Examples:

`REACH`

Displays characters reach.

Token Name: REGION

What it does:

Displays the character's region as defined by their region template.

Examples:

`REGION`

Displays the character's region as defined by their region template.

Token Name: RESIDENCE

What it does:

Display characters residence.

Examples:

`RESIDENCE`

Display characters residence.

Token Name: SIZE

What it does:

Displays your size (based on your race) as a single letter.

Examples:

`SIZE`

Displays your size as a single letter.

Token Name: SIZELONG

What it does:

Displays the full name of your size (ie.? "Medium" instead of "M").

Examples:

`SIZELONG`

Displays your size as a single letter.

Token Name: SPEECHTENDENCY

What it does:

Display characters speechtendency.

Examples:

`SPEECHTENDENCY`

Display characters speechtendency.

Token Name: SR

What it does:

Displays characters spell resistance.

Examples:

`SR`

Displays characters spell resistance.

Token Name: SUBREGION

What it does:

Displays the character's subregion as defined by their region template.

Examples:

`SUBREGION`

Displays the character's subregion as defined by their region template.

Token Name: TOTAL.x

Variables Used (x): Text (Property).

- CAPACITY?- Displays carrying capacity, in pounds, of the character.
- LOAD?- Displays the kind of LOAD (Light, Medium, Heavy, or Overload).
- VALUE?- Displays the total value of all your equipment, in gold pieces.
- WEIGHT - Displays the total weight, in pounds, of equipment the character is carrying.

What it does:

Displays load information about carried equipment.

Examples:

`TOTAL.CAPACITY`

Displays 'total' information about carried equipment.

Token Name: TOTALLEVELS

What it does:

Displays an integer of your total levels.

Examples:

`TOTALLEVELS`

Displays an integer of your total levels.

Token Name: TYPE

What it does:

Displays the type of critter you're dealing with.? Default is Humanoid.? Others are Vermin, Animal, Fey, Giant, Outsider, etc.

Examples:

`TYPE`

Displays the type of critter you're dealing with.

*** new 5.7.9

Token Name: UNITSET.x

Variables Used (x): Text (Property).

- blank - Displays the name of the unit set.
- HEIGHTUNIT - Displays the unit used for character height.
- DISTANCEUNIT - Displays the unit used for distances.
- WEIGHTUNIT - Displays the unit used for weights.

What it does:

Displays unit set information.

Examples:

`UNITSET`

Displays the name of the currently selected unit set.

`UNITSET.WEIGHTUNIT`

Displays the weight unit of the currently selected unit set.

Token Name: VISION

What it does:

Displays characters vision.

Examples:

`VISION`

Displays characters vision.

Token Name: WEIGHT.x

Variables Used (x): Text (Property).

- blank - Displays characters weight in the currently selected weight unit.
- NOUNIT - Displays characters weight with no units.
- LIGHT - Displays the max weight for the Light load category.
- MEDIUM - Displays the max weight for the Medium load category.
- HEAVY - Displays the max weight for the Heavy load category.
- OVERHEAD - Displays the max weight for the OverHead load category.
- OFFGROUND - Displays the max weight for the OffGround load category.
- PUSHDRAG - Displays the max weight for the PushDrag load category.

What it does:

Displays characters weight information. The last six properties are defined in the Load.lst gameMode file with the ENCUMBRANCE tag

Examples:

`WEIGHT`

Displays characters weight in the currently selected weight unit.

`WEIGHT.LIGHT`

Displays max weight for the light load category.