<#ftl encoding="UTF-8" strip_whitespace=true > ${pcstring('NAME')} - ${pcstring('PLAYERNAME')} (${pcstring('POOL.COST')} Points) in Statblock Format ${pcstring('NAME')}
${pcstring('GENDER')} ${pcstring('RACE')}; ${pcstring('ALIGNMENT')} ${pcstring('SIZELONG')} <#if (pcstring('RACETYPE') = "")> ${pcstring('TYPE')} <#else> ${pcstring('RACETYPE')} ${pcstring('ABILITYALL.Internal.HIDDEN.0.TYPE=Maneuverability.ASPECT.RaceExtra')} <#if (pcvar('COUNT[RACESUBTYPES]-1') = 0)> ( ${pcstring('RACESUBTYPE')} ) <#else> ( <@loop from=0 to=pcvar('COUNT[RACESUBTYPE]-1') ; racesubtype , racesubtype_has_next> ${pcstring('RACESUBTYPE.${racesubtype}')} )

Region ${pcstring('REGION')}
Experience points ${pcstring('EXP.CURRENT')}
XP multiplying factor for multiclassing ${pcstring('EXP.FACTOR')}
Multiclassing experience penalty ${pcstring('EXP.PENALTY')}
Favored Classes ${pcstring('FAVOREDLIST')}
Total Classes ${pcvar('COUNT[CLASSES]')}
Face ${pcstring('FACE')}
Reach ${pcstring('REACH')}
Encumbrance Category: ${pcstring('TOTAL.LOAD')}

Perception ${pcvar('VAR.PerceptionTotal')} = ${pcvar('VAR.PerceptionAbility')}[STAT] + ${pcvar('VAR.PerceptionProf')}[PROF] + ${pcvar('VAR.PerceptionItem')}[ITEM]
Armor Class ${pcvar('AC.AC')} = ${pcstring('AC.Base.SIGN')}[BASE] <#if (pcvar('AC.Size') != 0)> ${pcstring('AC.Size.SIGN')}[SIZE] <#if (pcvar('AC.Ability') != 0)> ${pcstring('AC.Ability.SIGN')}[STAT] <#if (pcvar('AC.Armor') != 0)> ${pcstring('AC.Armor.SIGN')}[ARMOR] ${pcstring('EQ.IS.ARMOR.0.NAME')} <#if (pcvar('AC.Shield') != 0)> ${pcstring('AC.Shield.SIGN')}[SHIELD] ${pcstring('EQ.IS.SHIELD.0.NAME')}
Armor Class ${pcvar('AC.TAC')} = ${pcstring('AC.Base.SIGN')}[BASE] <#if (pcvar('AC.Size') != 0)> ${pcstring('AC.Size.SIGN')}[SIZE] <#if (pcvar('AC.Ability') != 0)> ${pcstring('AC.Ability.SIGN')}[STAT] <#if (pcvar('AC.ArmorTAC') != 0)> ${pcstring('AC.Armor.SIGN')}[ARMOR] ${pcstring('EQ.IS.ARMOR.0.NAME')} <#if (pcvar('AC.ShieldTAC') != 0)> ${pcstring('AC.Shield.SIGN')}[SHIELD] ${pcstring('EQ.IS.SHIELD.0.NAME')}

Ability Scores
<@loop from=0 to=pcvar('COUNT[STATS]-1') ; stat , stat_has_next><#-- TODO: Loop was of early exit type 1 --> ${pcstring('STAT.${stat}.NAME')} ${pcvar('STAT.${stat}')}  (${pcstring('STAT.${stat}.MOD')}) = ${pcstring('STAT.${stat}.BASE.SIGN-(STAT.${stat}.LEVEL.(VAR.TL)-STAT.${stat}.LEVEL.1)')}[USER] ${pcstring('STAT.${stat}.LEVEL.1.NOPOST.NOEQUIP.NOTEMP-(STAT.${stat}.BASE-(STAT.${stat}.LEVEL.(VAR.TL)-STAT.${stat}.LEVEL.1)).SIGN')}[MISC]

Saving Throws
<@loop from=0 to=pcvar('COUNT[CHECKS]-1') ; check, check_has_next><#-- TODO: Loop was of early exit type 1 --> ${pcstring('CHECK.${check}.NAME')}: ${pcstring('CHECK.FORTITUDE.TOTAL')} = ${pcstring('CHECK.${check}.BASE')}[BASE] <#if (pcvar('CHECK.${check}.STATMOD') != 0)> ${pcstring('CHECK.${check}.STATMOD')}[STAT] <#if (pcvar('CHECK.${check}.MAGIC') != 0)> ${pcstring('CHECK.${check}.MAGIC')}[MAGIC] <#if (pcvar('CHECK.FORTITUDE.FEAT') != 0)> ${pcstring('CHECK.${check}.FEAT')}[FEAT] <#if (pcvar('CHECK.${check}.EPIC') != 0)> ${pcstring('CHECK.${check}.EPIC')}[EPIC] <#if (pcvar('CHECK.${check}.MISC.NOMAGIC.NOSTAT') != 0)> ${pcstring('CHECK.${check}.MISC.NOMAGIC.NOSTAT')}[MISC]
<@loop from=0 to=pcvar('countdistinct("ABILITIES","ASPECT=SaveBonus")-1') ; ability , ability_has_next><#-- TODO: Loop was of early exit type 1 --> Conditionals:${pcstring('ABILITYALL.ANY.${ability}.ASPECT=SaveBonus.ASPECT.SaveBonus')}


Attacks
<@loop from=0 to=pcvar('COUNT[EQTYPE.Weapon]-1') ; weap , weap_has_next><#-- TODO: Loop was of early exit type 1 --> ${pcstring('WEAPON.${weap}.NAME.NOSTAR')} <#assign weaponCategory> ${pcstring('WEAPON.${weap}.CATEGORY')?lower_case} <#if (weaponCategory?contains('ranged'))> Ranged; <#else> Melee; Number of Attacks: ${pcstring('WEAPON.${weap}.NUMATTACKS')}; Crit: ${pcstring('WEAPON.${weap}.CRIT')}; Crit Multiplier: x${pcstring('WEAPON.${weap}.MULT')}; <#if (weaponCategory?contains('ranged'))> Range Increment: ${pcstring('WEAPON.${weap}.RANGE')} <#else> Reach: ${pcstring('WEAPON.${weap}.REACH')} ft.
<#if (weaponCategory?contains('ranged'))> To Hit: ${pcstring('WEAPON.${weap}.BASEHIT.0')} = ${pcstring('ATTACK.RANGED.BASE')}[BAB] <#if (pcvar('ATTACK.RANGED.STAT') != 0)> ${pcstring('ATTACK.RANGED.STAT')}[STAT] ${pcstring('ATTACK.RANGED.SIZE')}[SIZE] <#if (pcvar('WEAPON.${weap}.FEATHIT') != 0)> ${pcstring('WEAPON.${weap}.FEATHIT')}[FEAT] <#if (pcvar('WEAPON.${weap}.MAGICHIT') != 0)> ${pcstring('WEAPON.${weap}.MAGICHIT')}[MAGIC] <#if (pcvar('WEAPON.${weap}.MISC') != 0)> ${pcstring('WEAPON.${weap}.MISC')}[MISC] <#else> To Hit: ${pcstring('WEAPON.${weap}.BASEHIT.0')} = ${pcstring('ATTACK.MELEE.BASE')}[BAB] <#if (pcstring('ATTACK.MELEE.STAT') != "+0")> ${pcstring('ATTACK.MELEE.STAT')}[STAT] ${pcstring('ATTACK.RANGED.SIZE')}[SIZE] <#if (pcstring('WEAPON.${weap}.FEATHIT') != "+0")> ${pcstring('WEAPON.${weap}.FEATHIT')}[FEAT] <#if (pcstring('WEAPON.${weap}.MAGICHIT') != "+0")> ${pcstring('WEAPON.${weap}.MAGICHIT')}[MAGIC] <#if (pcstring('WEAPON.${weap}.MISC') != "+0")> ${pcstring('WEAPON.${weap}.MISC')}[MISC] <#if (weaponCategory?contains('ranged'))>
Damage: ${pcstring('WEAPON.${weap}.RANGELIST.0.DAMAGE')} ; <#else>
Damage: ${pcstring('WEAPON.${weap}.DAMAGE')} ;


Skills
<@loop from=0 to=pcvar('count("SKILLSIT", "VIEW=VISIBLE_EXPORT")')-1; skill , skill_has_next > <#if (pcvar('SKILLSIT.${skill}.RANK') = 0)> <#if (pcvar('SKILLSIT.${skill}.TOTAL') != 0)> ${pcstring('SKILLSIT.${skill}')} ${pcstring('SKILLSIT.${skill}.TOTAL.INTVAL.SIGN')} = ${pcstring('SKILLSIT.${skill}.EXPLAIN_LONG')}
<#else> ${pcstring('SKILLSIT.${skill}')} ${pcstring('SKILLSIT.${skill}.TOTAL.INTVAL.SIGN')} = ${pcstring('SKILLSIT.${skill}.RANK.INTVAL.SIGN')}[RANK] ${pcstring('SKILLSIT.${skill}.EXPLAIN_LONG')}
Skill Points
<@loop from=0 to=pcvar('COUNT[CLASSES]-1') ; class , class_has_next><#-- TODO: Loop was of early exit type 1 -->  ${pcstring('CLASS.${class}.LEVEL')}  ${pcstring('TEXT.NUMSUFFIX.CLASS.${class}.LEVEL')} level ${pcstring('CLASS.${class}')}: ${pcstring('SKILLPOINTS.TOTAL.${class}')} <#if (pcvar('SKILLPOINTS.UNUSED.${class}') != 0)> Unspent: ${pcstring('SKILLPOINTS.UNUSED.${class}')}
<#if (pcvar('COUNT[FEATSALL.VISIBLE]') != 0)>
<#if (pcvar('COUNT[FEATS.VISIBLE]') != 0)> Feats
<@loop from=0 to=pcvar('COUNT[FEATS.VISIBLE]-1') ; feat , feat_has_next> ${pcstring('FEAT.VISIBLE.${feat}')} [${pcstring('FEAT.VISIBLE.${feat}.SOURCE')}]
<#if (pcvar('COUNT[FEATSAUTO.VISIBLE]') != 0)> Feats (Automatic)
<@loop from=0 to=pcvar('COUNT[FEATSAUTO.VISIBLE]-1') ; feat , feat_has_next> ${pcstring('FEATAUTO.VISIBLE.${feat}')} [${pcstring('FEATAUTO.VISIBLE.${feat}.SOURCE')}]
<#if (pcvar('COUNT[VFEATS.VISIBLE]') != 0)> Feats (Virtual)
<@loop from=0 to=pcvar('COUNT[VFEATS.VISIBLE]-1') ; feat , feat_has_next> ${pcstring('VFEAT.VISIBLE.${feat}')} [${pcstring('VFEAT.VISIBLE.${feat}.SOURCE')}]
<#if (pcvar('COUNT[FEATSALL.HIDDEN]') != 0)>
<#if (pcvar('COUNT[FEATS.HIDDEN]') != 0)> Feats (Hidden)
<@loop from=0 to=pcvar('COUNT[FEATS.HIDDEN]-1') ; feat , feat_has_next> ${pcstring('FEAT.HIDDEN.${feat}')} [${pcstring('FEAT.HIDDEN.${feat}.SOURCE')}]
<#if (pcvar('COUNT[FEATSAUTO.HIDDEN]') != 0)> Feats (Hidden Automatic)
<@loop from=0 to=pcvar('COUNT[FEATSAUTO.HIDDEN]-1') ; feat , feat_has_next> ${pcstring('FEATAUTO.HIDDEN.${feat}')} [${pcstring('FEATAUTO.HIDDEN.${feat}.SOURCE')}]
<#if (pcvar('COUNT[VFEATS.HIDDEN]') != 0)> Feats (Hidden Virtual)
<@loop from=0 to=pcvar('COUNT[VFEATS.VISIBLE]-1') ; feat , feat_has_next> ${pcstring('VFEAT.HIDDEN.${feat}')} [${pcstring('VFEAT.HIDDEN.${feat}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")') != 0)>
<#if (pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=NORMAL")') != 0)> Special Abilities
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=NORMAL")')-1 ; ability , ability_has_next> ${pcstring('ABILITY.Special Ability.VISIBLE.${ability}.KEY')} [${pcstring('ABILITY.Special Ability.VISIBLE.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=AUTOMATIC")') != 0)> Special Abilities (Automatic)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=AUTOMATIC")')-1 ; ability , ability_has_next> ${pcstring('ABILITYAUTO.Special Ability.VISIBLE.${ability}.KEY')} [${pcstring('ABILITYAUTO.Special Ability.VISIBLE.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=VIRTUAL")') != 0)> Special Abilities (Virtual)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=VIRTUAL")')-1 ; ability , ability_has_next> ${pcstring('VABILITY.Special Ability.VISIBLE.${ability}.KEY')} [${pcstring('VABILITY.Special Ability.VISIBLE.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY")') != 0)>
<#if (pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=NORMAL")') != 0)> Special Abilities (Hidden)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=NORMAL")')-1 ; ability , ability_has_next> ${pcstring('ABILITY.Special Ability.HIDDEN.${ability}.KEY')} [${pcstring('ABILITY.Special Ability.HIDDEN.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=AUTOMATIC")') != 0)> Special Abilities (Hidden Automatic)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=AUTOMATIC")')-1 ; ability , ability_has_next> ${pcstring('ABILITYAUTO.Special Ability.HIDDEN.${ability}.KEY')} [${pcstring('ABILITYAUTO.Special Ability.HIDDEN.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=VIRTUAL")') != 0)> Special Abilities (Hidden Virtual)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Special Ability","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=VIRTUAL")')-1 ; ability , ability_has_next> ${pcstring('VABILITY.Special Ability.HIDDEN.${ability}.KEY')} [${pcstring('VABILITY.Special Ability.HIDDEN.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY")') != 0)>
<#if (pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=NORMAL")') != 0)> Internal Abilities
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=NORMAL")')-1 ; ability , ability_has_next> ${pcstring('ABILITY.Internal.VISIBLE.${ability}.KEY')} [${pcstring('ABILITY.Internal.VISIBLE.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=AUTOMATIC")') != 0)> Internal Abilities (Automatic)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=AUTOMATIC")')-1 ; ability , ability_has_next> ${pcstring('ABILITYAUTO.Internal.VISIBLE.${ability}.KEY')} [${pcstring('ABILITYAUTO.Internal.VISIBLE.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=VIRTUAL")') != 0)> Internal Abilities (Virtual)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=DEFAULT[or]VISIBILITY=OUTPUT_ONLY","NATURE=VIRTUAL")')-1 ; ability , ability_has_next> ${pcstring('VABILITY.Internal.VISIBLE.${ability}.KEY')} [${pcstring('VABILITY.Internal.VISIBLE.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY")') != 0)>
<#if (pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=NORMAL")') != 0)> Internal Abilities (Hidden)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=NORMAL")')-1 ; ability , ability_has_next> ${pcstring('ABILITY.Internal.HIDDEN.${ability}.KEY')} [${pcstring('ABILITY.Internal.HIDDEN.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=AUTOMATIC")') != 0)> Internal Abilities (Hidden Automatic)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=AUTOMATIC")')-1 ; ability , ability_has_next> ${pcstring('ABILITYAUTO.Internal.HIDDEN.${ability}.KEY')} [${pcstring('ABILITYAUTO.Internal.HIDDEN.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=VIRTUAL")') != 0)> Internal Abilities (Hidden Virtual)
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Internal","VISIBILITY=HIDDEN[or]VISIBILITY=DISPLAY_ONLY","NATURE=VIRTUAL")')-1 ; ability , ability_has_next> ${pcstring('VABILITY.Internal.HIDDEN.${ability}.KEY')} [${pcstring('VABILITY.Internal.HIDDEN.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Skill")') != 0)> Skill Abilities
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Skill")')-1 ; ability , ability_has_next> ${pcstring('ABILITYALL.Skill.${ability}.KEY')} [${pcstring('ABILITYALL.Skill.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Language")') != 0)> Language Abilities
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Language")')-1 ; ability , ability_has_next> ${pcstring('ABILITYALL.Language.${ability}.KEY')} [${pcstring('ABILITYALL.Language.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Weapon")') != 0)> Weapon Abilities
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Weapon")')-1 ; ability , ability_has_next> ${pcstring('ABILITYALL.Weapon.${ability}.KEY')} [${pcstring('ABILITYALL.Weapon.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Class")') != 0)> Class Abilities
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Class")')-1 ; ability , ability_has_next> ${pcstring('ABILITYALL.Class.${ability}.KEY')} [${pcstring('ABILITYALL.Class.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Class Feature")') != 0)> Class Feature
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Class Feature")')-1 ; ability , ability_has_next> ${pcstring('ABILITYALL.Class Feature.${ability}.KEY')} [${pcstring('ABILITYALL.Class Feature.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Proficiency")') != 0)> Proficiency
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Proficiency")')-1 ; ability , ability_has_next> ${pcstring('ABILITYALL.Proficiency.${ability}.KEY')} [${pcstring('ABILITYALL.Proficiency.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Class")') != 0)> Proficiency
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Class")')-1 ; ability , ability_has_next> ${pcstring('ABILITYALL.Class.${ability}.KEY')} [${pcstring('ABILITYALL.Class.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Natural Attack")') != 0)> Natural Attack Abilities
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Natural Attack")')-1 ; ability , ability_has_next> ${pcstring('ABILITYALL.Natural Attack.${ability}.KEY')} [${pcstring('ABILITYALL.Natural Attack.${ability}.SOURCE')}]
<#if (pcvar('count("ABILITIES","CATEGORY=Domain")') != 0)> Domain Abilities
<@loop from=0 to=pcvar('count("ABILITIES","CATEGORY=Domain")')-1 ; domain , domain_has_next> ${pcstring('ABILITYALL.Domain.${ability}.KEY')} [${pcstring('ABILITYALL.Domain.${ability}.SOURCE')}]
<#if (pcvar("COUNT[TEMPLATES]") > 0) > <@loop from=0 to=pcvar('COUNT[TEMPLATES]-1') ; template , template_has_next><#-- TODO: Loop was of early exit type 1 -->
TEMPLATES
${pcstring('TEMPLATELIST')}
${pcstring('TEMPLATE.${template}.NAME')}


<#if (pcvar('FEATPOINTS') != 0)> Unspent Feat Points: ${pcstring('FEATPOINTS.INTVAL')}

Skill Breakdown

<@loop from=0 to=pcvar('count("SKILLSIT", "VIEW=VISIBLE_EXPORT")')-1; skill , skill_has_next > <#if (pcvar('SKILL.${skill}.RANK') = 0)> <#if (pcvar('SKILL.${skill}.TOTAL') != 0)> ${pcstring('SKILL.${skill}')} ${pcstring('SKILL.${skill}.TOTAL.INTVAL.SIGN')} = ${pcstring('SKILL.${skill}.EXPLAIN_LONG')}

Created using PCGen ${pcstring('EXPORT.VERSION')} on ${pcstring('EXPORT.DATE')}